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AN 



THE BOOK OF 

SCHOOL AND COLLEGE SPORTS 



BY 



RALPH HENRY BARBOUR 

AUTHOR OF 

BEHIND THE LINE, WEATHERBY's INNING 

ON YOUIt MARK ! ETC. 



WITH THE EDITORIAL ASSISTANCE OF 

RALPH D. PAINE W. A. SCHICK, Jr. 

"EDWARD N. ROBINSON R. T. ABERCROMBIE 

AND OTHERS 




D. APPLETON AND COMPANY 
NEW YORK MCMIV 



£i/7, 



LIBRARY t> CONGRESS 
Two Cooies Received 

MAY 81 1904 

Cooyrtght Entry 
CLASS! fe XXc. No. 

n*j 8* tut- 

COPY B 



COPTEIGHT, 1904, BY 

D. APPLETON AND COMPANY 



Published Map, 190$ 



ACKNOWLEDGMENT 



In the preparation of this volume the author 
has derived assistance from numerous books and 
articles. He takes pleasure in acknowledging his 
special indebtedness to A Scientific and Practical 
Treatise on American Football for Schools and 
Colleges, by Stagg and Williams ; A Primer of 
College Football, by W. H. Lewis ; Football, by 
Camp and Deland ; Track Athletics in Detail, and 
certain volumes of Spalding's Athletic Library. 

The playing rules for the several sports treated 
of are printed herein through the courtesy of and 
by special arrangement with the American Sports 
Publishing Company, of New York, owner of the 
copyrights. 



Better to hunt in fields for health unbought, 
Than fee the doctor for a nauseous draught ; 
The wise for cure on exercise depend, 
God never made his work for man to mend. 

Dryden. 



CONTENTS 



PAGE 

American Football , . 1 

Chapter I. — Football Ancient and Modern .... 3 

II. — How American Football is Played ... 9 

III. — Forming a Team 16 

IV.— Training 28 

V.— The Fundamentals 42 

VI. — Positions and How to Play Them ... 56 

VII.— Signals 80 

VIII.— The Team 84 

Football Maxims 101 

Vocabulary of Football Rules and Phrases 102 

Football Records 108 

Football Rules 117 

Duties of Officials 137 

Baseball 141 

Chapter I. — The Game and How it is Played . . . 143 

II.— For the Captain 149 

III.— Batting 154 

IV. — Base Running . . 159 

V.— Fielding . . • . . . . . .163 

VI.— Positions : I, The Battery . . . .170 

VII.— Positions : II, The Infield . . . .178 

VIII.— Positions : III, The Outfield . . . .185 

IX.— Team Play 188 

Vocabulary 196 

Scoring 202 

Baseball Records ..... 204 

Additional Records 207 

Baseball Rules 209 

xi 



xii CONTENTS 

PAGE 

Track and Field Athletics 243 

Introduction . 245 

Track Athletics 249 

Field Athletics 269 

Athletic Records 286 

Additional Records 295 

Laws of Athletics . 297 

Lacrosse . 30? 

Chapter I. — The Game as it Was and Is ... . 310 

II.— How to Play . 321 

Lacrosse Records ..... 339 

Additional Records ..... 341 

Lacrosse Rules 343 

Ice Hockey 353 

Chapter I.— The Game 355 

II.— How to Play 362 

III— The Positions 375 

Ice Hockey Records . . . . . 384 

Additional Records ... . 385 

Ice Hockey Rules 387 

Lawn Tennis 391 

Chapter I. — The Game and How it is Played . . . 393 

II.— Using the Racket 399 

III.— Serving 408 

IV.— Returning . 408 

V.— Tactics 416 

VI. — The Court, How to Make and Maintain it . 420 

Lawn-Tennis Records .... 424 

Official Ranking and Lists since 1895 . 426 

Rules of Lawn Tennis .... 427 

Appendix 433 

Harvard- Yale Athletic Agreement 435 



CHAPTER I 

FOOTBALL ANCIENT AND MODERN 

The Descent of Football can be traced back unin- 
terruptedly to the twelfth century. Although there is 
no proof to that effect, it is probable that the game ex- 
isted for centuries before that time; at least we know 
that the ancient Greeks and Romans played some sort 
of a game in which an object was kicked along the 
ground. Perhaps it is safe to say that the parent of the 
modern game originated with the first inhabitants of the 
earth, and that with the possession of legs and feet came 
a desire to kick something about, and its gratification. 

However that may be, in the twelfth century and 
thereafter a game of football similar in essentials to the 
sport of the present day was played in England by the 
lower classes. Shakespeare refers somewhat contemp- 
tuously to it and the roughness indulged in by the con- 
testants brought about the passing of laws prohibiting 
the game. Despite this, however, it flourished as a 
recreation for adults until the commencement of the 
nineteenth century, at which time it made its appear- 
ance in the public schools of England. There were then 

no hard-and-fast rules governing the playing of the game, 

3 



4 AMERICAN FOOTBALL 

and so each school proceeded to fashion its own style of 
football. Eton evolved the " wall game/' Charterhouse 
the " dribbling " game, Westminster and Harrow modi- 
fications of the latter and Rugby the game which still 
bears its name. In the " dribbling " game touching the 
ball with the hands was forbidden and the ball was made 
to progress only by means of the feet; tackling was also 
forbidden. In the Rugby game both running with the 
ball and tackling the opponents were features. 

About the middle of the century football gained en- 
trance to the universities, and in 1863 an attempt was 
made to form in London an association of Rugby clubs, 
an attempt which did not meet with success until 1871, 
at which time the " Rugby Football Union " came into 
being. Uniform rules were adopted and many objec- 
tionable features of the game eliminated. Players of 
the "dribbling " game had meanwhile formed the 
"Football Association " and all efforts to reconcile the 
differences in the rival forms of the game and to merge 
the two unions were vain. To-day the differences are 
greater than ever and both Association and Rugby foot- 
ball are enthusiastically championed and played from 
one end of Great Britain to the other. 

Beside the Association and the Rugby game there 
are, exclusive of the American Intercollegiate game, 
three forms of football extensively played by English- 
speaking people. In Australia the Australian or Vic- 
torian game is enthusiastically followed, while the 
Rugby is also played to some extent. In Canada, be- 



FOOTBALL ANCIENT AND MODERN 5 

side the Rugby game, the Quebec, Ontario and Cana- 
dian Unions play a game under rules of their own adop- 
tion. In Ireland Gaelic football had its beginning sev- 
eral centuries ago and about 1890 immigrated to this 
country, where at present it is second in popularity to 
the intercollegiate game. 

Football in America. — Football made its appear- 
ance in this country in the first quarter of the last cen- 
tury, when an inflated bladder was kicked about the vil- 
lage commons of New England. By the middle of the 
century the colleges had adopted the sport, and finally 
in 1873 Yale, Princeton, Columbia and Rutgers got 
together in New York, established a set of rules and so 
gave the first impetus to intercollegiate football. This 
beginning, however, was a rather confused adaptation of 
the English Association game, and the credit for intro- 
ducing the Rugby rules, which are the foundation of the 
present system of intercollegiate football, belongs to 
Harvard. The Harvard players learned this game from 
Canadian teams and in 1876 persuaded Yale to try the 
Rugby Union Rules. These were adopted without 
change by the two universities and the first match 
played in the same year. The original game has been 
modified and improved along lines which encouraged 
team play and the development of " head work," until 
the American college football of to-day is as far in ad- 
vance of the old Rugby game as the railroad was ahead 
of the stage-coach, in science and ingenuity. 

In 1877 the Intercollegiate Football Association was 



6 AMERICAN FOOTBALL 

formed, made up of Harvard, Yale, Princeton and Co- 
lumbia. In 1884 Columbia, her gridiron prestige 
dimmed by innumerable defeats, dropped out. The fol- 
lowing year the association was reorganized by Harvard, 
Yale, Princeton, Pennsylvania and Wesleyan. In 1890 
Harvard withdrew, followed in 1893 by Pennsylvania 
and Wesleyan, leaving Yale and Princeton only. Since 
1877 these two colleges have played yearly games. 

In the last decade, football has spread among the 
schools and colleges of the West and South, until such 
leaders as Michigan, Wisconsin, Illinois and Chicago 
universities have developed standards of play equal to 
those of the Eastern football pioneers. 

The general system of scoring points now in use was 
adopted in 1883, although alterations in the values of 
the touch-down and goal from touch-down have since oc- 
curred, the former being changed from four points to 
five, and the latter from two points to one. 

American football has passed through many vicissi- 
tudes and has more than once narrowly escaped wreck- 
ing. To-day, however, it is firmly enthroned as the most 
popular sport of American schools and colleges and it 
may be fairly assumed that its days of threatening hos- 
tility are passed. The game possesses both merits and 
demerits, but the former greatly exceed in the total of 
wholesome and invigorating influences. Football has 
always had its detractors and probably always will, and 
some of their grounds for objection are well taken. Yet 
there is no faulty feature in the game which is not capa- 



FOOTBALL ANCIENT AND MODEKN 7 

ble of elimination by those who have the conduct of the 
sport in hand and its welfare at heart. Moreover, it is 
probable that all the features open to adverse criticism 
will ultimately be done away with, since so far the prog- 
ress of the game has always been in the right direction 
and every change of rule has been made with an eye to 
ridding it of unncessary roughness. 

The argument most frequently advanced against 
football is that it is dangerous to the players. Accidents 
do happen, it is true, but they are almost all of slight 
importance. The danger of injury to boys of average 
health and strength is slight, if they are properly trained 
and prepared for hard play. 

Pertinent Statistics. — It is well to consider a col- 
lection of statistics recently made by Prof. Edwin G. 
Dexter of the University of Illinois, who conducted the 
most accurate and thorough investigation of college foot- 
ball ever attempted. He sent out a series of questions 
which were answered by the presidents or other officers 
of more than seventy colleges. It was found that in the 
last ten years no less than 22,776 students had played 
football in these colleges, that only 654 of that great army 
had been injured enough to lose time from their classes, 
that only 8 had been reported as permanently injured, 
and that 4 of these would ultimately recover. Not one 
death could be traced directly to football in this large 
number of players. A large accident-insurance com- 
pany reported to him that in the time during which they 
had paid 43 claims for injuries in football, they had 



8 AMERICAN FOOTBALL 

recorded 36 injuries in skating, 25 in golf, 19 in tennis, 
71 in bowling, and 97 in swimming. It is true also that 
whenever there had been a larger percentage of football 
hurts in preparatory schools than in colleges it has been 
because the younger players had not trained properly, 
had made the mistake of playing with teams too heavy 
for them, or had thought they could play as hard and 
as fast and as long as the older and more seasoned mem- 
bers of the college teams. 



CHAPTEE II 

HOW AMERICAN FOOTBALL IS PLAYED 

The Field. — American intercollegiate football is 
played on a field 330 feet long by 160 feet wide, its 
boundaries marked by lines of white lime. (See Dia- 
gram A.) Two of these lines are known as " side " or 
" touch-lines," two as " goal-lines." When the ball 
passes outside of these lines it is " out of play " until 
returned. The territory so enclosed is marked by lines 
which cross the field at 5-yard intervals. 

Between the two " 25-yard " lines, so called because 
they are 25 yards from either end of the field, other 
lines running lengthwise of the field 5 yards apart give 
the " center section " the appearance of a checker-board. 
Within this the rules provide for plays that are not 
allowed inside the " 25-yard lines," and the partial 
" checker-board " pattern is merely adopted to help the 
referee in deciding whether these particular plays are in 
violation of the rules. 

Of the cross-lines, three have special significance — 

i. e., the two " 25-yard lines " and the " 55-yard line," 

the latter marking the center of the field from which the 

kick-off is made at the beginning of the game and after 

9 



10 AMEKICAN FOOTBALL 

a goal has been tried for from touch-down, and the "25- 
yard lines " constituting limits beyond which the oppo- 
nents may not advance when the side having the ball 
has earned a " kick-out " and limiting the territory in 
which " mass plays " may be used. In the middle of 
each " goal-line " stands the " goal/' consisting of two 
upright posts 18 feet 6 inches apart connected by a hori- 
zontal bar 10 feet from the ground. To score a " goal " 
the ball must be kicked above the cross-bar and within 
the uprights. 

The Team. — Eleven players constitute a team. 
Seven of these are known as " rushers " or " forwards " 
and constitute the " line." Four others are knoAvn as 
" backs." When facing the opponents for a " scrim- 
mage " in ordinary formation they are distributed as 
follows : 



Left 


Left Left 


Center 


Right Right 


Right 


End 


Tackle Guard 

Left 
Half-Back 


Quarter- 
Back 

Full-' 
Back 


Guard Tackle 

Right 
Half-Back 


End 



The Object of the game is to get the ball, a spher- 
ical inflated rubber bladder enclosed in a covering of 
grain leather, 1 over the opponent's " goal-line." This 

"'The term " pigskin " used to denote the foothall is now only a 
courtesy title, since for many years the covering of the ball has been 
made of English grain leather. 



Goal 



Goal 



Diagram A. — The football field. 



12 AMEKICAN FOOTBALL 

may be done, under certain restrictions explained in the 
rules, by kicking the ball or carrying it. If the ball is 
carried over the opponent's "goal-line" by a player, or is 
secured there by such player, a " touch-down " is scored 
and the side scoring it has earned a free " try at goal." 
A " touch-down " counts 5 points and a goal from 
" touch-down " 1. A " goal " may also be effected by a 
kick from the field without first making a "touch-down," 
provided the kick is not a " punt." A " punt " is a kick 
made by dropping the ball from the hand and meeting 
it with the foot before it touches the ground. A " punt " 
never scores a point. A " goal from field " may be made 
by means of a drop-kick — performed by dropping the 
ball from the hand and kicking it as it rises from the 
ground — -or a " place-kick," in which the ball is kicked 
from a position of rest upon the ground; this is also re- 
ferred to as a " kick from placement." 

A "goal from field" counts 5 points. The only other 
method of scoring is by a "safety." This is accomplished 
when a player is forced to touch the ball down behind 
his own goal-line, and counts 2 points for the opponent. 
A " safety " is used only when the side having the ball 
is hard pressed, in order to prevent the opposing side 
securing the ball and scoring a " touch-down." After 
making a " safety " the side retains the ball and is 
allowed a " free kick " from any point short of its 25- 
yard line. A " free kick " is a play in which the oppo- 
nents are restrained by rule from interfering with the 
ball until the kick is made. 



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Diagram B. — Position of players on football field at kick-off. 



14 AMEKICAN FOOTBALL 

Play is begun with the opposing teams distributed 
as in Diagram B and the ball in the centre of the field 
on the " 55-yard line." From there it must be kicked 
off by means of a " place-kick " not less than 10 yards. 
The object of the side having the ball is to kick it as 
great a distance as possible without sending it over the 
opponent's " goal-line " and at the same time give it 
sufficient elevation to allow the players of that side to 
run down the field under it and " tackle " the man who 
secures it before he can run or kick it back. 

In the present case, by way of illustration, we will 
suppose that A's " full-back " has kicked off the ball and 
that B's " left half-back " has received it. Desiring to 
retain possession of it for his side, he does not " punt " 
it back, but instead tucks it under his arm and runs with 
it toward A's " goal," the others of his team having 
quickly formed about and ahead of him in what is 
termed " interference." Meanwhile the opponent (A) 
has sped forward the instant the ball is kicked and is 
charging down upon the man with the ball, who is called 
the " runner." (Diagram C.) Ultimately B's " inter- 
ference " is broken up, the " runner " is " tackled " and 
brought to earth and the ball becomes " dead." It is 
then B's " first down." 

]STow comes the " scrimmage " (Diagram D). The 
two teams " line up " on either side of an imaginary line 
passing through the axis of the ball at right angles with 
the " side-lines " and B's " center rush " or " snapper- 
back " stoops over the ball and at a signal from " quar- 



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kick-off. 



16 



AMEKICAN FOOTBALL 



ter-back " passes it between his legs to that player who 
may run with it, kick it or pass it to a third player, who 
in turn may advance it by running or kicking or may 
again pass it to yet another member of his team, or, 
failing to do any of these, touch it to the ground, when 
it again becomes " dead," and " second down " is called. 
If in three consecutive " downs " the ball has not been 
advanced 5 yards it goes to the opponent. There is, 
however, one exception to this rule; if the side having 

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Diagram D. — Positions of players at scrimmage : B has the ball. 

the ball wishes to retain possession of it at the sacrifice 
of territory it may do so by taking it back. 20 yards 
and there touching it down for a " first down." This is, 
naturally, a play seldom used. 

If in " two downs " the team with the ball finds itself 



HOW FOOTBALL IS PLAYED 17 

unable to " make ground " or advance the ball it will 
usually kick. In this case one of the players stands back 
from the line, receives the ball and punts it down the 
field. Thereupon all the players of his team are " off- 
side." 

" In a general way it may be said that ' off-side ' 
means between the ball and the opponents' goal, while 
' on-side ' means between the ball and one's own goal. 
A player is barred from handling the ball when in the 
former predicament. When a ball has been kicked by 
a player, all those of his side who are ahead of him, that 
is between him and the opponent's goal, are off-side until 
the ball has been touched by an opponent." — (Walter 
Camp. ) 

Penalties. — For this and other offenses " penal- 
ties " are provided by the rules, these " penalties " en- 
tailing either the loss of the ball or of territory. A 
team may be also penalized when, if it has the ball, one 
of its members uses his hands or arms to detain an oppo- 
nent; if, when it has not the ball, any player uses his 
hands or arms for any purpose other than to get an oppo- 
nent out of the way ; if any player interferes with the 
" snapper-back " while he is putting the ball in play ; if 
any player trips an opponent or indulges in unnecessary 
roughness ; if any player throws, passes, or bats the ball 
toward the opponent's goal and if any player interferes 
with a player of the other side when the latter is about 
to make a " fair catch." 



18 AMEKICAN FOOTBALL 

Kicking. — There are three methods of kicking the 
ball. A " Punt " is made by dropping the ball from 
the hand and kicking it before it reaches the ground. 

A " Drop-Kick " is made by dropping the ball to the 
ground and kicking it just at the rebound. 

A " Place-Kick," or " kick from placement," is 
made by kicking the ball while it is on the ground. In 
the " kick-off " a " place-kick " is used, the ball being 
" cocked " in a depression of the soil. In a " try-at- 
goal " after a " touch-down " the " place-kick " is also 
used, in this case the ball being pointed and so held by 
another player. A " goal from field " may be made 
either from a " place-kick " or a " drop-kick " ; never 
from a "punt." 

A " Faik Catch " is made by catching the ball after 
it has been kicked by the opponent before it touches 
the ground, at the same time making a mark with the 
heel to signify that no attempt at running will be made. 
A " fair catch " entitles the side making it to put the 
ball in play by " punt," " drop-kick " or " place kick " 
without interference by the opponent. This is termed a 
" free kick." 

The game consists of two thirty-five minute halves 
with a ten-minute intermission, or shorter periods of 
play may be used if mutually decided upon by the 
captains of the contesting- teams. Time is taken out 
while the ball is being brought out for a " try-at-goal," 
" kick-out " or "kick-off," when the game is unneces- 



HOW FOOTBALL IS PLAYED 19 

sarily delayed or when play is suspended by referee or 
umpire. 

The Officials are an Umpire, whose duty it is to 
decide upon the conduct of the players ; a Referee, who 
decides questions regarding the ball's movements; and 
a Linesman, who, with two assistants, one representing 
each contesting team, marks the distance gained or lost, 
assists the other officials in penalizing violations of the 
rules and keeps the time. 

This is by no means all of football ; but enough has 
been written to supply a foundation upon which the un- 
initiated may build a knowledge of the subject. 



CHAPTEE III 

FORMING A TEAM 

Football a Recreation. — Before going further it 
is well to emphasize one point in the hope that it will 
be remembered by the reader: Football is a recreation 
and not a profession. If you go in for the game bear 
this in mind. Very often, if you make the team, you 
will find yourself inclined to doubt the truth of this state- 
ment, for nowadays the training of a football eleven has 
become such a serious and systematized undertaking that 
the candidate very naturally receives a wrong idea of its 
importance. If you go in for football, put your whole 
soul into it, as the saying is, as long as you're at play or 
practise; but leave football behind you when you leave 
the field ; don't take it into class, don't take it home and, 
above all, don't take it to bed with you. When you find 
football taking up too much of your thought or time, 
which is especially likely to be the case just before a big 
game, recollect that in a year no one, yourself included, 
is going to care a button who won, or why. Football, in 
short, is a good game — there isn't a better one — but it 
isn't the chief thing in life nor half so important as it 
sometimes seems. 

20 



FORMING A TEAM 21 

Laying the Foundations. — The forming of a team 
to represent a school should be clone carefully. If the 
school has never supported a team before the necessity 
for care in the undertaking is largely increased. Future 
success will depend largely upon the laying of a firm 
foundation now, therefore don't approach the project at 
haphazard. The first step should be to consult the fac- 
ulty. Don't stop at getting their permission ; enlist their 
active interest if possible. Find out what the faculty's 
attitude is to be in regard to the use of a training table, 
trips away from home and similar matters. In case you 
think the faculty should make more allowances than 
they appear willing to, call in the services of such influ- 
ential graduates of the school as you can reach. 

The next step should be the obtaining of the ap- 
proval of the school. If possible secure a mass-meeting. 
Get the whole student body behind the team at the very 
start. At the meeting explain the attitude of the fac- 
ulty; perhaps you will be able to get some member of 
the faculty to do this for you; tell what the plans are 
and ask the school's support. Secure the appointing of 
a committee, to consist of three persons representing the 
faculty, the alumni and the students, to take charge of 
the work. This committee should at a subsequent meet- 
ing elect a manager and with him perfect final arrange- 
ments as to the field, the securing of games with other 
schools, etc., and issue the call for candidates. The ap- 
pointment of a temporary captain should follow and 
under his direction the first two weeks of practise may 



22 AMERICAN FOOTBALL 

be held. But by the end of the first week in October, if 
possible, such candidates as have been selected for the 
first and second elevens should hold a meeting and elect 
a permanent captain. 

Selecting a Coach. — Before this, however, the 
question of the selection of a head coach will have pre- 
sented itself for consideration, and whereas in subsequent 
years it will be well to give the captain a voice in this 
matter, in the present case because of the press of time 
it, will be necessary to leave the appointment of that offi- 
cial to the Advisory Committee and manager. If possi- 
ble secure an alumnus. All other things being equal, 
the fact of the coach being a graduate of the school will 
tend toward better results. With the advent of the 
coach football affairs will be in the hands of six persons, 
i. e., the three members of the advisory committee, the 
manager, the captain and the coach. 

It is quite possible, however, that because of lack of 
money or for some other reason the employment of a 
regular coach will be out of the question, for the first 
year at least. In that case the captain must be both cap- 
tain and coach. But the lack of a regular coach need not 
necessarily mean that the team is to receive no experi- 
enced instruction. It should not be a difficult matter to 
arrange with a number of patriotic graduates for two aft- 
ernoons a week of coaching, and perhaps, in addition, 
the funds in hand will allow of the engagement of a 
good coach for a week before the important game. With 
such assistance the captain should be able to get through 



FORMING A TEAM 23 

the season very well. Unless the school has a regular 
trainer the physical care of the men must be left to the 
physical director. 

To the Captain who must be his own coach the fol- 
lowing remarks are addressed: Football is essentially a 
game of team-play, and without team-play, no matter 
how brilliant its members may be individually, no eleven 
can hope to win. But at the same time, as no eleven is 
stronger than its weakest player, the necessity for thor- 
ough individual training is apparent. It is a fault with 
many school teams that individual coaching is skimped in 
order to develop team-work. This doesn't pay in the 
long run. It is like erecting a good building on a faulty 
foundation. 

The football season is practically nine weeks long; 
of these not less than four weeks should be devoted en- 
tirely to individual training. The head coach or captain 
should arrange beforehand a systematic plan for the 
team's development and should adhere strictly to it. 
There will come times when the captain training his first 
team will be assailed by a veritable panic, when it will 
seem to him that the team is wofully behind the season 
and when the temptation to drop rudimentary work and 
plunge into team play will be strong. This experience 
is almost inevitable, and while it lasts it constitutes an 
unpleasant period. The temptation must be resisted and 
the original plan maintained. 

From the first passing of the ball in a circle by the 
candidates to the last game of the season the captain 



24 AMERICAN FOOTBALL 

should keep his eyes busy. It will not do to depend alto- 
gether upon the memory; a note-book is indispensable in 
keeping track of the individual work of the candidates. 
In this book he should keep a record of every player's 
progress; the player who does not progress after a fair 
interval should be dropped from the book and the squad. 
When the time comes for the final selection of the can- 
didates to form the first eleven the records will be found 
invaluable. 

The first day's practise should consist of passing the 
ball, starting and falling on the ball. For passing form 
your men into rings of a dozen or so each and see that the 
straight-arm pass and the elbow or groin catch is per- 
formed correctly; in case of a fumble insist that the 
fumbler shall drop upon the ball. Next form the men 
into line and start them either by waving your cap or by 
snapping a ball. Quick starting is essential and too 
much practise can not be given. In falling upon the ball 
arrange the men in a line; in this way you will have 
them better under your eye. Start with a ball moving 
away from the player, then change to one moving toward 
him. Make the first day's practise sharp and short; a 
half-hour is sufficient. Finish it up with a brisk half- 
mile run. 

The second day's work should vary but slightly from 
the first's. Catching and passing, starting and falling on 
the ball should be given, and a half-hour will be suffi- 
cient. The half-mile run may be increased to three- 
quarters. 



FORMING A TEAM 25 

On the third day further variations of falling on the 
ball may be introduced; as ball moving toward player 
from the right, toward him from the left. Kicking and 
catching by the backs should be inaugurated with center 
men passing the ball to the kicker. The forwards should 
be given a stiff run of a mile and the balance of the can- 
didates should be jogged around the field for such dis- 
tances as their conditions require, being careful always 
not to wind them too severely so early in the season. 

The remaining variations in falling on the ball may 
be taken up on the fourth and fifth days; ball moving 
away from player to the left ; to the right ; ball dropped 
at player's feet; diving for motionless ball. Blocking 
for the forwards may be begun about the fifth day, the 
candidates being lined up opposite each other and tak- 
ing turns at blocking and charging, the signal being 
given by the snapping of a ball in the hands of the cen- 
ters. The forwards may be sent on a run of a mile and 
a half and the others a mile at a brisk pace. 

At the beginning of the second week the afternoon's 
work will consist of about the following: 

1. Falling on the ball. 

2. Catching punts for all hands. 

3. Blocking and breaking through for the forwards. 
Kicking and catching for the backs. 

4. Two-mile run for backs; one-and-a-half -mile run 
for forwards, condition and weather permitting. 

If a dummy is used instruction in tackling should be- 
gin at this time and be continued daily until the practise 



26 AMERICAN FOOTBALL 

games provide experience. It is well, however, to keep 
the dummy handy until the end of the season, since some- 
times players who excel in other branches are backward 
at tackling, in which case a few minutes daily at the 
dummy is highly beneficial. 

Toward the last of the second week is time enough 
to pick two teams and start the daily line-ups. Instruct 
each team in from four to six simple plays, as half-back 
between guard and center, same between guard and 
tackle, same around his own end, full-back between 
guard and center, same around the end. Give them sig- 
nals, the simpler the better, and have them go through 
the plays, at first at a walk and afterward at full speed. 

Follow this up the next day with a ten-minute line-up 
of hard playing. Start now with the instruction of posi- 
tion playing. You will need assistance now if at any 
time during the season, since each position ought to be 
taught by some one who knows thoroughly how to play 
it. But if assistance isn't to be had, do the best you can 
and don't despair. Bemain out of the line-up as much 
as you can without endangering your own progress and 
study the work of each player, correcting mistakes to the 
best of your ability and insisting on proper form at all 
times. After some progress has been made add more 
complicated plays and teach a more extensive code of 
signals to each team. Signal practise may be held in- 
doors two or three evenings a week, and when the more 
important plays are to be learned instruction by means 



FOKMING A TEAM 27 

of diagrams on a blackboard or on large sheets of paper 
should precede the gridiron trials. 

By the second week in October matches with out- 
side teams will have begun. At this time of the season 
the halves ought not to be longer than fifteen and ten 
minutes; from now on they may be increased gradually 
until at the game prior to the last contest they consist of 
two thirty-minute periods. 

In the first game with an outside eleven team-work 
will probably be conspicuous for its absence. This is as 
it should be. Individual work is the first and most neces- 
sary thing to consider ; it is the foundation on which the 
perfect structure is to be built. With the fundamentals 
once hammered into the team the coach may begin on 
team-work with a light heart; not that the rest is play, 
but he has obtained a firm foundation, and no matter 
how much weight of instruction he piles on top, it is 
going to stand. 

Guard against overwork; remember that a prepara- 
tory-school player won't stand what a college man will, 
no matter how willing and ambitious the former may 
be. On the other hand, watch out for indications of 
staleness. The key-note of good condition is regular 
work, but not too much at a time. 

Ten minutes of dumb-bell exercise should be taken 
by the entire squad every day before outdoor practise 
to limber up the muscles. This exercise will prevent 
many of the minor strains which often delay the progress 



28 AMERICAN FOOTBALL 

of a team at the beginning of the season, and should be 
continued for about five weeks. Don't allow any can- 
didate to shirk it. Stiff or strained muscles are useless 
on the gridiron. 

Study your men. When the time for forming the 
provisional first and second elevens comes give consid- 
eration to the spirit of the candidates. Beef is good; so 
is brawn; but without the right spirit it is " dead wood." 
The most brilliant player on the team sometimes proves 
a " quitter " when the supreme trial comes, and seventy 
minutes of fierce, grueling play will occasionally make 
cowards of the brawniest of men. 

Maintain discipline during practise. Permit no loaf- 
ing. Plan the afternoon's work ahead so that every one 
will have something to do all the time. 

Insist upon being addressed respectfully by the play- 
ers. Don't be " Jim " or " Tom " or " Dick " during 
practise hour. You're in command; make that under- 
stood at the start. As long as you are head coach you 
are entitled to be addressed respectfully as " Coach " or 
"Mr. Coach." 

Don't wind your men. Lung endurance is a valuable 
asset in the football player and its development is a mat- 
ter of gradual work. A player will have twice the 
lung power at the end of the season than at the first if 
he is not overtaxed severely. "When a man is winded 
take him out and let him rest ; then send him back again 
into the game. 

Penalize high tackling by taking the offender out 



FORMING A TEAM 29 

of the game for the rest of the day. This is an effectual 
method of getting rid of a dangerous fault. 

Insist that players drop on the ball whenever it is 
dropped. Never allow them to stoop for it. 

In unimportant games instruct your team, after 
making its first score, to make succeeding scores through 
the strongest point in the opposing line. This will aid 
in developing the fighting spirit without which a team is 
incapable of commanding victory. 

Remember that a simple, ground-gaining play is bet- 
ter than any number of involved and difficult tricks 
which may look brilliant in diagram but which only suc- 
ceed in tying the team into knots. School teams very 
frequently waste much precious time prior to a final con- 
test trying to perfect themselves in three or four spec- 
tacular " sky-rocket " plays which when tried against the 
opponent only look ridiculous and possibly lose the ball. 
One or two good tricks are not to be despised, but they 
should be used sparingly and advisedly. Trick plays 
belong of right to advanced teams, and while the uni- 
versity team may use a large number of them to ad- 
vantage the school team would do better to confine its 
attack to straightforward plays in which as few men as 
possible are concerned and the risk of confusion is slight. 

Encourage your men to " get together " at all times; 
foster the spirit of camaradarie; take the team into your 
confidence whenever possible; when a policy is decided 
upon tell them what it is and why it was chosen. Let 
it be " shoulder to shoulder " in every-day life as well as 



30 AMERICAN FOOTBALL 

in the contests, so that when the final battle comes it will 
be a case of " eleven men working as one." 

To the Player. — Every boy, barring physical in- 
firmity, can learn to play football well enough to become 
more or less of a factor in the football situation. If he 
fails to make the first team, there is the second; if he 
doesn't get on to the second, there are the class teams 
and the scrub elevens. There the glory to be gained is 
less gorgeous, but still glory ; and bear in mind that from 
a class team to the second eleven is an easy step and that 
this year's, second will be next year's first, to a large 
extent. 

But the boy who has true sportsmanship in him will 
play for the mere love of playing without dwelling over- 
much upon whether or not the honor of fighting for the 
school in the championship contest is to fall to his share. 
And that boy is very likely to make the team. The hard 
knocks and the aching muscles that will become the be- 
ginner's portion at first will bring dismay; and the dis- 
covery that instead of knowing, as he supposed, the game 
from A to Z he has almost everything to learn, is likely 
to discourage him for a while. But if he possesses that 
mysterious something called " football instinct " to any 
degree discouragement will pass quickly, the bruises will 
heal and his knowledge of the finer points of the game 
will increase with leaps and bounds, proving that he 
" has it in him." 

" Football instinct " is something more than a mere 
ability to learn the rules and remember them, to run 




<y 



FORMING A TEAM 31 

high, tackle low and keep the eye on the ball; it is some- 
thing not every player has, but when he has it it makes 
itself apparent early in the season and that player is 
pretty likely to find himself, sooner or later, wearing 
the coveted letter on his sweater. 



CHAPTER IV 

TRAINING 

Physical Fitness Essential. — Every boy realizes 
that a good physical condition is essential if success is to 
be won in any branch of athletics. Football, of all the 
athletic sports indulged in, except rowing, is probably 
the most exacting on muscular strength, endurance and 
nervous energy. Careful training, therefore, is of first 
consideration. But there is a vast difference between 
careful training and overtraining, a fact which is at 
length being recognized. The old methods of exhaust- 
ing practise on a diet of raw beef have fortunately 
given place to more common-sense systems, and nowa- 
days a man may play football without living like a 
freak in a circus side-show. There still exists, however, 
much difference of opinion between the various authori- 
ties as to the best means of training for football. But 
at the same time there are certain rules which expe- 
rience has proved to be good, and it is on those that this 
chapter is based. 

If the material which comes to the hands of the 
trainer or coach at the beginning of the season consisted 
of from thirty to sixty fellows each in hard, fit physical 
condition his task would be comparatively simple. But 



TRAINING 33 

this is never the case. There may be among the can- 
didates a very few who have kept in training from the 
previous season and some who have led healthful out- 
door lives during the summer months, but the great 
majority will be fellows who have never trained in their 
lives and who have given but the scantiest consideration 
to physical well-being. Before the coach can make foot- 
ball players of such he must first turn them into athletes ; 
that is, he must, by a careful regime of calisthenics, out- 
door exercise and proper diet strengthen their bodies and 
clear their brains. As his material does not come to 
him until the beginning of the football season, it follows 
that the first two or three weeks are a period of physical 
preparation rather than of instruction in the game. To 
be sure, the game is taught during that period, but only 
as the condition of the players permits, slowly and with 
the utmost caution. If the candidates were in good 
physical shape when taken in hand by the trainer or 
coach the latter would be spared much trouble and 
worry and would be able to teach a great deal more foot- 
ball during the nine weeks than he can now. 

Avoid Overworking. — During the period of phys- 
ical hardening, which may last from two to three weeks, 
the player is far more liable to injury than later in the 
season; his muscles are not yet working smoothly; his 
flesh has not hardened ; his lung-power is not fully devel- 
oped and he is easily tired. A wearied player is much 
more liable to injury than a fresh one, and many of the 
minor sprains and bruises so common at the beginning of 



34 AMERICAN FOOTBALL 

the season are due entirely to overexertion. It has fre- 
quently happened that teams have had so many players 
placed upon the hospital list from early-season accidents 
that they have been unable to line up in full strength 
before the last week in October. There is one axiom, 
then, upon which too much emphasis can not be laid, 
and that is: Go easy for the first three weeks. 

But even after the three weeks is up there is still 
necessity for moderation as to the amount of work. A 
well-known and successful trainer has laid down the rule 
that two hours of football each working-day, whether in 
gymnasium, on the field or in the lecture-room, are suffi- 
cient for any college team. If we accept that as correct, 
then an hour and a half should limit the work of a pre- 
paratory-school team even at the end of the season. 
There is no doubt but that overtraining is still prevalent 
among school teams and is largely accountable for the 
injuries reported. Trainers and coaches are apt to lose 
sight of the fact that their charges have not the physical 
stamina that they have. Even if the overtrained player 
escapes injury, he is still of doubtful value to his team 
— in fact, the average coach will choose an undertrained 
player rather than one who is overtrained. Therefore if 
you are coach or captain avoid overtraining your men. 
If you are a player avoid becoming overtrained; take 
warning by the first continued spell of lassitude or 
" don't careishness " and report your condition to the 
trainer; don't wait for him to find it out. 

No harm can come from playing the men hard ; push 



TRAINING 35 

them all you want to ; fast, snappy practise is what they 
expect and want; but learn when to stop. The danger 
lies in keeping at it too long. 

Overwork is especially liable to fall to the lot of 
heavy line men, notably centers and guards. Usually 
these will commence practise with anywhere from 10 to 
30 pounds of useless weight, which must be worked off. 
Until it is worked off it is a serious encumbrance and it 
is not wise to require the same amount of work from 
these heavy-weights as from men who are in fair condi- 
tion. The extra weight tells and they are easily over- 
taxed. Their work should be light at first, gradually 
increasing as their condition betters. To play such men 
a small portion of each day is all that should be attempted. 

Practise alone will not take off their superfluous 
weight and running must be resorted to. Here short 
sprints at good speed are what are required and not long 
runs. Thirty- or 40-yard dashes at a pace something 
under their best, with walking between, will soon elimi- 
nate the undesirable weight. With this a certain amount 
of setting-up work in the gymnasium may be resorted to. 

The backs, too, are liable to receive rather too much 
attention from the coach. To use the same trio all 
through a thirty-minute practise risks disaster both for 
them and for the team. A man should leave the field 
with something left in him and not all tuckered out. 
After a back has learned the lesson you are teaching and 
has proved it to you by his playing it is far better to take 
him out than to keep him hammering at the line or run- 



36 AMERICAN FOOTBALL 

ning the ends until lie is tired out and the work has 
begun to seem distasteful. 

" Make haste slowly " is one of the best maxims that 
a football coach can paste in his hat. 

What to Eat. — As to diet, the best rule is to eat 
what agrees with you. As, however, players in training 
can not, unfortunately, be trusted to observe this rule, 
a little advice for the guidance of those in charge of their 
dietary welfare may be of service. 

The food should be well and plainly cooked and 
attractively served. Variety should be sought after. 
The men should have enough, but overeating should be 
carefully guarded against. See that plenty of time is 
taken; rapid eating is the worst offense one can perpe- 
trate against the stomach. Avoid much water at meal- 
times, but drink often when away from the table and 
always before retiring and on arising. Never take 
water, save to rinse the mouth out, from the time you 
dress for play until you are once more in street clothes. 

Use no alcoholic drinks unless prescribed by the 
physician. Do not smoke. Never eat between meals. 

Beef, roasted or broiled, mutton, roasted, boiled or 
broiled, chicken and turkey are the meats to eat. Fish 
should be used occasionally. Eggs cooked in any man- 
ner are desirable. Eat no hot bread. Cereals, especially 
the less starchy ones, are valuable so long as they do not 
satisfy the appetite to the exclusion of meat and vege- 
tables. Vegetables should be eaten freely, and also fresh 



TRAINING 37 

and dried fruits. Substitute boiled rice for potatoes at 
least three times a week. Avoid pastry. 

Regularity in Daily Life is an important factor. 
The time of rising, of meals, of practise and of retiring 
should be on schedule during the training season. 
Plenty of restful sleep is essential, but it is impossible to 
lay down any rule as to the length of sleeping which may 
apply to all cases. Some persons find seven hours all 
that they need, while others can not be refreshed by less 
than nine. Bedtime should be fixed at no later than ten 
o'clock, however, and if breakfast is at 7.30 there will 
intervene sufficient time to accommodate long sleepers 
and short sleepers alike. 

Overtraining. — An ounce of prevention is worth a 
pound of cure, and it is much better to prevent over- 
training than to cure it. But if the trouble does occur, 
rest and change form the best remedy. Lay the player 
off for two or three days, let him take his meals away 
from the training-table and instruct him to keep his 
mind away from football. He should spend all the time 
possible out of doors, taking walks of from two to four 
miles at a pace brisk enugh to keep his muscles in com- 
mission. If the player's home is not too far away, and 
it is possible to send him there for a day or two, do so by 
all means. Change of scene and associations is an ex- 
cellent antidote. 

The use of chewing-gum during practise, to keep the 
mouth moist, is not advisable save possibly in early sea- 
son on extremely warm days. After you have become 



38 AMEKICAN FOOTBALL 

accustomed to the work you will find that your mouth 
is sufficiently moist without gum. 

Those having preparatory-school teams in charge 
should be careful not to allow their players to meet teams 
much excelling them in weight and strength. Many of 
the injuries sustained by young players are due to such 
ill-advised encounters. 

Attiee. — Too much attention can not be given by 
coach, captain and player to the subject of proper attire. 
Every player should dress so that he can do his part well 
and so that he will be as little liable to injury as possi- 
ble. Those in charge should insist that protective armor 
is worn whenever in their estimation it will lessen the 
chances of accident. Knee, thigh, elbow and shoulder 
pads are essential. A light leather anklet or any satis- 
factory brace is an excellent thing for ends, backs or 
players whose ankles are in the least inclined toward 
weakness. A head harness is a necessity for any player 
who is required to carry the ball, while shin-guards more 
than atone for their discomfort by the protection they 
afford. Nose-guards are hard to breathe through, but 
should be worn when possible. 

Shoes should not only fit the wearer, but should be 
exactly right as regards weight. They should afford 
ample protection to the ankle-bones and should not chafe 
in any part. A tongue of undressed leather will better 
save the instep from the discomfort of tight lacings. 
Much kicking will necessitate a box toe. Cleats should 
be looked after frequently. 



TRAINING 39 

After the first half of a game a thorough change 
of clothing is advisable; failing that, clean, dry under- 
wear should take the place of the perspiration-soaked 
garments. 

Cleanliness is a necessity. Hot baths should al- 
ways precede the cold ones, and only a free use of pure 
soap will thoroughly remove the perspiration from the 
skin. Avoid long hot baths, however; they are weak- 
ening and depressing. And do not overdo the cold 
shower. Some persons are unable to stand the shock of 
the icy water immediately after the hot. These should 
either have the chill removed from the water or allow the 
body to return to its normal temperature after the hot 
bath and before the cold. Remaining under the cold 
shower for any length of time is in any case ill advised. 

Sweaters and blankets should always be in readiness 
on the side line and the trainer should see that they are 
at once donned after playing. Players should not be 
allowed to sit upon the ground as long as benches are 
possible. 

Injukies. — Many of the injuries which occur every 
autumn could be avoided by care. There are a few 
simple and easily remembered rules which if adhered to 
will keep the player off the hospital list. 

Keeping the body well forward with arms extended 
to ward off opponents will prevent injuries by opposing 
interferers. Do not let an interferer touch you; use 
your arms and keep him off. 

In mass plays get off your feet. Dive into the plays 



40 AMERICAN FOOTBALL 

and lie low. Never try to stop mass plays by standing 
up against them; that may mean a broken limb. 

When thrown do not attempt to save yourself by 
reaching out; that too may mean a break or sprain. 
Keep your legs straight and fall limp. As long as you 
lie flat you are safe no matter how many pile on; you 
may find the position a bit uncomfortable, but you can't 
be hurt. 

When you tackle break your fall with the other fel- 
low, keeping legs behind you. If you are tackled fall 
forward and on the ball. 

Collisions result only from stupidity; look where 
you are going. 

In diving for the ball be careful not to go at it in 
such a way as to strike the ground with the point of the 
shoulder. Never attempt to fall flat upon the ball; if 
you do this you stand an excellent chance of injuring 
the chest, or at least of having your wind knocked out. 
Use elbows or knees to break the fall. 

In bucking the line the player should keep the mus- 
cles of the neck tense and the chin well down against it 
to prevent wrenches. 

Finally, remember that it is the slow, indecisive 
player who gets hurt, so use dash and ginger. 

Speains and Beuises. — If possible every injury to 
a player should be looked after at once by a physician. 
At the same time there are numerous casual hurts which 
may be attended to by the trainer or coach. A simple 
bruise should be at once protected by a pad of cotton or 



TKALNTOG 41 

wool. If tlie knee is bruised a moistened sponge bound 
beneath the knee-cap will afford temporary relief and 
protection. As soon as possible the part should be bathed 
well with hot water and then covered firmly with a hot 
compress. In a day or two gentle rubbing and manipu- 
lation should follow to reduce the swelling. 

A simple sprain need not necessitate the withdrawal 
of the player from an important game. If the part is 
snugly bandaged or fitted with a leather cap it will do. 
In the case of a sprained finger protect the joint by 
strapping the injured member to its next neighbor. 
After the game, however, the injury should be seen to 
by a surgeon. 

The inflammation of the anterior thigh muscles 
known as " Charley-horse " and caused by repeated 
bruising or overstrain requires hot applications with 
pressure, complete rest and, later, massage of the affected 
muscles. Shin-guards sewn into the trousers over the 
fronts of the thighs are excellent preventives of this 
very common complaint. 

Breaks and dislocations are matters for speedy atten- 
tion on the part of the surgeon. 



CHAPTEK V 

THE FUNDAMENTALS 

Handling the Ball 

Before it is possible to play a good game of foot- 
ball it is necessary to have a thorough knowledge of the 
fundamentals. The fundamentals may be roughly 
classed as Handling the Ball, Kicking and Using the 
Body. ISTone of these things can be learned from a book; 
practise is the royal road to success; yet certain expla- 
nations and suggestions may be laid down here which 
will prove of assistance to the beginner. 

Falling on the Ball. — There are four methods of 

falling on the ball in common use, each of which 

should be mastered. If the ball is coming toward you 

from the front, throw the body to the ground sidewise 

at right angle to its path and gather it to your chest with 

the arm, rolling over upon it sufficiently to protect it 

with the body. If the ball is coming toward you from 

the right, follow the same methods, throwing the body 

upon the left side; if the ball is coining from the left, 

drop upon the right side. If the ball is moving away 

from you, drop forward, breaking the fall with the 

42 



THE FUNDAMENTALS 43 

knees, gather the ball to the chest and snuggle it there 
tightly. Always break your fall with knees or elbows. 

If the ball is fumbled during the scrimmage and 
rolls within your reach, quick action is necessary. 
Without moving from your position throw your legs 
into the air behind you and drop upon the ball with 
your chest, breaking the fall with the elbows. These 
three methods apply to a moving ball. A motionless 
ball or one very nearly motionless may be taken in any 
of these ways and in one other, i. e., by diving. Usually 
diving is resorted to only when the ball is threatened by 
an opponent and it becomes necessary to reach it in the 
shortest possible time. Having reached a point from 8 
to 10 feet from the ball, launch the body forward, land- 
ing upon the ball with elbows to the ground. Avoid 
leaping into the air, which would increase the fall as 
well as the distance of flight. Virtually the dive is a 
forward fall accompanied by a quick propulsion by the 
feet as they leave the ground. There is a knack to 
diving, whether to reach the ball or to tackle the runner, 
which must be solved by practise. It is, however, a 
necessary as well as spectacular accomplishment and will 
repay for the learning. 

A rolling ball, unless its motion is very slight, should 
never be dived for, since it is an erratic object and nine 
times out of ten will alter its course sufficiently after the 
diver is off his feet to escape capture. 

Never stoop and pick up a rolling ball; drop on it; 
it's a hundred per cent safer. 



44 AMERICAN FOOTBALL 

Passing. — There are six methods of passing the 
ball: the straight-arm throw, the overhand throw, the 
underhand throw, the toss, the long pass, and handing. 

The Straight- Arm Throw consists of holding the 
ball lengthwise in the curved palm of the hand with 
the fingers grasping one end, the arm held back at about 
right angles to the body, then swinging arm and body 
about on the foot farthest from the ball and letting the 
latter go when in range with the target, giving it a quick 
snap as it leaves the fingers. In this flight it turns upon 
the shorter axis and is an accurate as well as a speedy 
throw. This throw may be varied as to elevation of 
flight by the position of the arm. 

The Overhand Throw is of less value in actual 
playing. The ball is grasped as before, the arm describ- 
ing an arc above the shoulder, and released when about 
on a level with the eyes. It is a straight swift throw, 
but not so accurate as either the straight-arm or the 
underhand. 

The Underhand Throw consists of grasping the 
ball with the hand as for the straight-arm throw, the 
thrower directly facing the target and raising the arm 
holding the ball behind him until very nearly at right 
angles to the body, which is bent forward, the foot far- 
thest from the ball being well in advance of the other. 
At the throw the hand holding the ball swings down and 
forward, the ball leaving the hand just as the latter 
passes the lowest point of its arc. 

The Toss is used by" the quarter-back when the ball 



THE FUNDAMENTALS 45 

goes to a runner whose point of attack is outside of the 
center. It is merely a quick, short throw, and should 
whenever possible be made with both hands. 

The Long Pass is made by center straight into the 
hands of the back who is going to kick, or, in case of a 
try-at-goal from placement, into the hands of the player 
who is to hold the ball for the kicker. The long pass has 
superseded in recent years the former method of pass- 
ing with quarter-back intervention and is a gain in time 
and certainty. The center should assume practically 
the same position as for snapping back, being careful to 
find a firm balance. Lie may bend a little lower, since it 
is necessary for him to see perfectly between his legs 
the player to whom the ball is going. He should hold the 
ball away from him as far as possible without cramping 
in order to obtain a long swing, its farther end resting 
lightly on the ground and the nearer end being held by 
the hands on either side, the ball being poised at an 
angle of about 45 degrees. When the pass is to be made 
the ball is lifted slightly, swung forward to the limit of 
easy reach and then back sharply, being released as the 
hands reach the limit of their pendulum-like swing. 
The center should make his observations before sending 
the ball away, and must not attempt to watch its flight 
as all his attention will be required for his opponent. 
The distance between center and kicker will vary from 
10 to 15 yards, and in order that the ball shall cover 
that distance quickly it is necessary that its line of 
flight be as direct as possible. Llence the center's aim 



46 AMEKICAN FOOTBALL 

should be to pass the ball to the kicker with the least 
trajectory and the fewest possible revolutions on the 
shorter axis. The price of success is constant practise. 

Handing the ball is done by the quarter when a 
back plunges at the center of the line. Here, again, both 
hands should be used, and the ball should be placed 
against the back's body wherever he can best hold it, 
usually against the groin. 

Catching. — There are several methods of catching 
the ball. Two of them are good, the rest are not. These 
two may be called respectively the elbow catch and the 
groin catch. 

The Elbow Catch should, as a rule, be used when 
the ball is to be carried for a run. In this the ball is 
caught on either side in front of the elbow, the arm being 
under it. The other hand is clasped sharply over it as it 
lodges. The ball is then in a cradle formed by the arm, 
the side of the body and the two hands. To secure it 
for a run it is only necessary to tuck it back quickly. 

The Gkoin Catch, as its name signifies, is made by 
letting the ball drop to the groin, securing it there with 
both hands and bending the body over it. For a plunge 
through the line the ball is then in good position ; while 
for a punt it can be easily handled. 

The player himself, however, will have to determine 
by experiment which style of catch he can use to the 
best advantage. But he should guard against making 
the catch against the chest, which is an uncertain mode, 
as the ball is likely to bound away from the body before 



THE FUNDAMENTALS 47 

the hands can be hooked about it or go through them to 
the ground. Experience seems to show, also, that the 
chances of misjudging the ball when taken against the 
chest are, greatly increased; while it is certainly not in 
a position to resist a hard tackle by an opponent. Ke- 
member that you can not be tackled by an opponent 
who is off-side until you have touched the ball; there- 
fore don't reach up for it; keep your arms down and 
wait until the ball has lodged against the groin and then 
hook it sharply and hold on for dear life, doubling your 
body over it. If you do that the fiercest sort of a tackle 
will fail to lose you the ball. 

Kicking 

Of recent years kicking has increased in importance 
with every season, which is as it should be, since the foot- 
ball was intended to be kicked, else it might as well be 
filled with sawdust or rags as with air. Every player 
should know how to kick, although as a general thing 
only the four members of the back field will be called 
upon. The quarter-back, the two half-backs and the full- 
back should be good punters, drop-kickers and kickers 
from placement. If, however, besides these there is a 
good kicker in the line no harm is done; no team has 
ever yet suffered from having too many good kickers in 
its ranks. 

The best way to learn how to kick is to kick. To 
kick it is necessary to strike the ball with the foot. The 



48 AMERICAN FOOTBALL 

beginner will find that this is not nearly so simple as it 
sounds. Begin by putting the ball on the ground and 
kicking it about without taking it into the hands* If 
you can find the side of a tall building to receive the ball 
and bound it back to you you will be saved a lot of 
chasing. But don't essay punting or drop-kicking until 
you are able to send a good straight ball for a consider- 
able distance. When you have learned that accomplish- 
ment try punting. 

Punting. — There are two methods of punting, the 
straight kick and the side kick. So long as you do it 
well it doesn't matter which method you use. 

The Straight Kick is made with a straight upward 
swing of the foot, the kicker directly facing the place 
where the ball is to go. Stand with the right leg back, 
the knees slightly bent and the body inclined a little 
forward. The position should be well balanced and per- 
fectly easy. Hold the ball in both hands, with its ends, 
pointing to and from the body and the lacing upward, 
about the level of the waist. Take a short step with 
the left foot, drop the ball and bring the kicking foot 
sharply forward so that it will strike the ball when about 
knee high. The ball should be struck squarely with the 
instep. In dropping be careful not to alter the position 
of the ball. Begin by kicking easily and increase the 
force of the kick as you gain certainty and quickness. 
The whole leg should be used and not merely that por- 
tion of it below the knee. Let the hip be the axis and 
swing the whole leg forward with muscles taut and toe 



THE FUNDAMENTALS 49 

pointed, thus getting the benefit of the abdominal mus- 
cles. As the leg rises toward the ball lock it at the knee. 

The Side Kick is an attempt to put the weight of 
the body into the swing of the leg, which, instead of 
being a straight forward and upward motion is outward 
as well. Unlike the straight kick the side kick can not 
be made from the position in which the ball is caught, 
but necessitates two or three steps to the right and for- 
ward, the ball being dropped at the right of the center 
of the body and the leg brought around like a swinging 
blow with the arm, ball and instep meeting about 18 
inches from the ground. 

The angle at which the ball is to be kicked can be 
regulated by raising or lowering the forward point or 
by dropping the ball so that the height at which it is 
struck by the foot shall regulate the direction. Thus a 
high kick may be made by dropping the ball so that it 
is struck by the foot when knee high or over, and a low 
kick by allowing the ball to get nearer the ground before 
meeting the foot. 

Holding the Ball. — For the straight kick the ball 
may be held in any of the following ways: 

1. Point Up. — Left hand over the upper end of the 
ball, right hand under the lower, ball pointing almost 
straight up and down but lower end being a trifle nearer 
the body. 

2. Point Out. — Hands on each side of the ball, 
lacing up, side seams at an angle of about 50 degrees, 
outer end a trifle higher than inner. 



50 AMERICAN FOOTBALL 

3. Point Down. — Same as 2 save that slant of ball 
is reversed, inner end being higher than outer. 

For the side kick the first method of holding the 
ball is generally considered the best, although all three 
methods are used. 

When a back receives the ball from the center or 
quarter for a kick he should not toss it in the endeavor 
to get the lacing uppermost. " Juggling " is unneces- 
sary and may lose him possession of the ball. Having 
received it in both hands, he should keep a firm hold on 
it and merely by turning it, hands and all, bring it into 
position for kicking. 

Drop-Kicking. — In the drop-kick the ball is dropped 
on its end and struck with the toe just as it begins its 
rebound from the ground. The part of the ball at which 
the kick is to be made depends largely on the elevation 
desired, as does the manner of holding and dropping it. 
For the beginner the best hold is probably that in which 
the ball is clasped at each side, lacing up, the longer axis 
passing about parallel with the line of the body when in 
kicking position. Be careful to allow the ball to begin 
its rebound before kicking it. 

Kicking from Placement. — In a place-kick at the 
kick-off a depression is usually made with the heel and 
the ball set in it and aimed by the kicker. In a place- 
kick at goal the ball is held by one player and kicked by 
a second. The success of the effort depends about as 
much on one as the other. 



THE FUNDAMENTALS 51 

The holder should lie on his stomach, the upper part 
of his body supported on his elbows, and should be per- 
fectly comfortable. The rules allow the holder to be off- 
side or even out of bounds if necessary. The fingers of 
the right hand should be placed under the lower end of 
the ball and two fingers of the left hand over the upper 
end. The ball should then be aimed in obedience to the 
kicker's directions, the matter of " cocking " depending 
on several things, such as the distance from goal, the 
direction and velocity of the wind and the kicker's pref- 
erence. In placing the ball on the ground the fingers un- 
der the lower end are removed and every care should be 
taken in doing this not to alter the position of the ball. 
Be careful not to allow the ball to touch ground until the 
kicker gives the word, else the kick will probably be 
spoiled by the opponent's charge. 

The kicker should use all care and deliberation; there 
is no rule defining the time which may be taken in 
making a try-at-goal, beyond the general one prohibiting 
unnecessary delay, so there is no reason why the kicker 
should fail at the try from want of time. Most kickers 
try to boot the ball with the toe just under the lacing, 
but there can be no hard-and-fast rule as to this, since 
much depends upon the way the ball is canted. This is 
equally true of approaching the ball; many players stand 
as much as 6 yards away and take as many steps before 
kicking, while others are content with one long step 
before kicking. 



52 AMERICAN FOOTBALL 

Using the Body 

Blocking. — In blocking the position of the body is 
everything. The general rule is that the toe of the rear 
foot should be on a line with the heel of the front foot, 
yet this rule should be modified to fit the requirements 
of the individual player. The result sought for is the 
strongest position possible; one that will allow you to 
remain steady against the pushing and pulling of the 
opponent and at the same time allow you to move in any 
direction readily and forcibly. Find what this position 
is in your case and then stick to it. Above all, don't 
stand back on your heels; forget you have any; and don't 
straddle; if you do you'll find yourself anchored. Face 
your man squarely, keep as close to him as you can, fol- 
low every movement he may make. Remember that 
you have this advantage over him: that while he must 
keep his eyes on the ball you are free to keep your eyes 
on his. Follow the game of the fencer and sparrer and 
watch your opponent's eyes and not his arms or legs. 

Play low. Stand with the knees well bent, the body 
forward and the head up. Strive to play lower than your 
opponent, yet not so low that he can pull you off your 
feet and go over you. If you are low he can not strike 
you in the chest. When the ball is snapped plunge into 
and under him, shoulder against groin, and lift him up 
and back. If the play is through your position, don't 
merely put him out of the line, put him away out ; make 
the hole as broad as possible and see that he doesn't get 



THE FUNDAMENTALS 53 

Lack into the play. Avoid getting your body too far in 
advance of your feet; keep your feet under you so that 
you can work in any direction and be on the jump every 
instant. Always block away from the play; that is, if 
blocking a guard for a run outside of tackle put your 
opponent inside of you so that he will have to go around 
you in order to reach the runner. 

Breaking Through. — Just as the primary object 
of the offense is to guard the runner until he is free of 
the line, so the primary object of defense is to capture 
the runner before he has reached the line. To do this it is 
necessary to break through. The position should be that 
best adapted to the individual. In most cases the crouch- 
ing position, one foot braced firmly behind the other and 
one or both hands steadying the body on the ground, 
after the manner of the " kangaroo start " of the sprinter, 
yields a quicker attack. Keep yourself at arm's length 
from your opponent, watch the ball and go through the 
instant it starts. With experience comes the ability to 
keep the eyes on the ball and yet know every instant 
what your opponent is doing; until that ability is yours 
give your attention to the ball first, for the ball is what 
you are after; the opponent is of secondary consider- 
ation. 

When the ball is snapped go through on the instant 
and avoid the opponent; don't let him stop you and 
don't stop yourself to try conclusions with him; your 
place is where the ball is. Observe your opponent's play, 
try to find out what he is likely to attempt and gov- 



54 AMERICAN FOOTBALL 

ern your own play accordingly. Be snappy but not 
"scrappy"; aggressiveness is half the battle, but any- 
thing that draws your attention from the ball while on 
the defense is a good thing to avoid. Vary your meth- 
ods from time to time, go through with stiff arms to meet 
interference and don't circle wider than possible. The 
methods of breaking through given below do not nearly 
exhaust the possibilities. 

1. Strike the opponent on the chest with both arms 
stiff. This will unsteady him and you can go by on 
either side. 

2. If the opponent's chest is not exposed, play low 
yourself and at the instant of the snapping of the ball 
bring both hands up and forward as forcibly as possible, 
striking the opponent with open hands high on the chest. 
This should disturb his balance long enough for you to 
get by. 

3. Spring to one side and clutch the opponent's out- 
side arm. Usually in trying to free himself he will drag 
you forward and through. 

4. If the opponent is playing very low put both 
hands on his neck and pull him forward to one side. 

5. If the opponent plays very high dart under his 
arm. 

6. Make a feint as though to go on one side and then 
quickly go through on the other. 

7. Strike the opponent on the shoulder with both 
arms extended stiffly. If he gives on that side, follow 
through; if he meets you, the outer arm is exposed. 



THE FUNDAMENTALS 55 

8. Try to throw him off his balance by knocking 
his lower arm down by a quick, hard blow with both of 
your arms held close together. 

Tackling. — There are two kinds of tackles, the lift 
and the dive. In the former the tackier gets within 
reach of the runner, pins his knees together, lifts him off 
his feet and throws him backward toward his goal. In 
the dive tackle the tackier runs to within his own length 
of the runner and then dives for him, aiming for a point 
between hips and knees. He should grasp tightly and 
not let go until the runner is down. In making the dive 
tackle from the side care should be taken to get the body 
in front of the runner, blocking his progress, and to lock 
his knees together, so bringing him down promptly. 
Tackle low and hard every time. -Ability to tackle well 
and surely is one of the hall-marks of a good player. 



CHAPTEE VI 

POSITIONS AND HOW TO PLAY THEM 
The Center 

The center is the pivotal position of the team. With 
a poor center the strongest team will fall to pieces. The 
position is possibly the most important and absolutely 
the most thankless. The center rush has more petty 
annoyances to contend with, receives more hard knocks 
and has fewer opportunities for spectacular playing than 
any other member. Bear these facts in mind when the 
selection of a man to fill this position is to be made. The 
ideal center would be a man who combined the physical 
qualities of weight and strength and activity with the 
mental qualities of coolness, alertness, good humor, com- 
bativeness and self-control. But the man who possesses 
all these things and knows besides how to play his posi- 
tion is a rara avis. 

The center should be steady on his feet, and for this 

reason the nearer to the ground his weight is the better. 

For the same reason he should be particularly strong in 

the back and legs. He must have brains as well as 

brawn, good nature as well as fighting qualities, for in 

56 



POSITIONS— HOW TO PLAY THEM 57 

the opposing center trio lie faces three men each of 
whom is always on the alert to spoil his play or try his 
temper. If the center has speed he is still better fitted 
for his position. 

On Offense. — The center should find for himself 
what poise is best adapted to his case. When he has 
found it he should practise it until he is able to keep it 
against any ordinary pushing, jostling or lunging. Since 
he may not, while on the offensive, make use of his arms 
to maintain his equilibrium, too much practise of this 
sort can not be had. He should stand with feet well 
apart, one foot placed behind him from 16 to 20 inches 
to act as a brace. He should learn to stand as well with 
one foot back as with the other and should vary his posi- 
tion in this respect frequently during a game, unless, 
which sometimes happens, the quarter-back has a pref- 
erence for one position. In snapping-back the center's 
back should be about parallel with the ground, his head 
up, however, in order to watch the movements of the 
opposing forwards. His knees should be bent sufficiently 
to allow him to reach the ball comfortably, yet not so 
much as to make a quick start impossible. His balance 
must be so nice that he can not be pulled forward on to 
his knees or sprawled backward, no matter how fierce or 
unexpected the attack. 

The matter of snapping back the ball is one for the 
center and quarter to decide upon. These two players 
should practise the work on every possible occasion and 
after trying all methods and styles decide upon the .■> 



58 AMERICAN FOOTBALL 

which best suits them. Accuracy is the first desider- 
atum ; speed the second. Practise snapping back until it 
becomes a machine-like process with not one fumble in 
twenty tries. Even then there is no knowing what may 
happen in a contest, for snapping back is a difficult trick 
when the opposing center is doing all in his power to 
wreck your play. One thing there is, however, that the 
center may and should do, and that is insist upon being 
allowed to get the ball away without interference. The 
Rules declare that " the snapper-back is entitled to full 
and undisturbed possession of the ball." (Rule 16, a.) 
A good referee will see that this rule is enforced, so don't 
hesitate to call his attention to the slightest infringement 
of it. 

The ball snapped, the center should get into the 
blocking instantly. There must be no hesitation on his 
part. He should decide beforehand in what way his 
opponent is to be handled and then make the act of snap- 
ping back and blocking as nearly one movement as pos- 
sible. For this it is necessary that he play constantly 
upon his toes. He may lunge 'into his opponent, carry- 
ing the latter straight before him; he may turn him to 
right or left; he may bring him to earth if playing too 
low or he may get under him, if the contrary is the case, 
and lift him up and back. But the center must keep his 
feet and must pattern himself as closely on a streak of 
lightning as he can. Once past his man he should be — 
and very often is — able to get down the field under a 

Xl \ almost as soon as the ends, 
bras 



POSITIONS— HOW TO PLAY THEM 59 

On defense the center may play a few inches far- 
ther back, without, however, getting too far from the 
opposing center ; for while he is primarily responsible for 
gains made on either side of him, yet his prey is essen- 
tially the opposing snapper-back, and it is to the latter 
he should direct most of his attention. He should " keep 
him guessing " every second until the ball is in play and 
then go at him like a flash. If once or twice during a 
game he succeeds in throwing his opponent back on to 
the quarter he has earned almost honor enough. Fail- 
ing this, it is possible for him to pull the opponent for- 
ward and go over or by him, or to turn him to right 
or left. Or, if he has been playing high, the defense 
center can get under him and push him back, in this 
way often bringing a play to grief by spoiling a pass. 
"When the opponents are going to kick the center should 
use all his efforts to spoil the pass or block the kick. He 
should let the guards spread out and seize his opportunity 
to get through. 

The center should be answerable for the generalship 
of the center trio ; he should keep himself and the guards 
cool, steady and cheerful ; he should not be satisfied with 
putting his weight alone into a play but should use his 
muscle and his brain besides ; he should be ready to play 
the next position as well as his own; to be entirely suc- 
cessful he should be versatile — that is, capable of doing a 
thing several different ways and so bewildering his oppo- 
nent ; he should see that the ball is played from the right 
spot every down and when the opposing center has the 



60 AMERICAN FOOTBALL 

ball he should keep beside him when the ball is being 
brought to the 25-yard line in order to prevent an unex- 
pected play; finally he should keep his temper under all 
circumstances. 

The Guard 

For the guard a man with activity and weight; 
weight is essential, but activity doubly so. 

On defense he has two openings to look after, that 
between himself and center and that between himself 
and tackle, the latter being his most important charge. 
But in attending to this opening he must take care not 
to be drawn out and thus weaken the center of his line. 
The guard should be the most effective charger on the 
team. On his toes, feet far enough apart to insure per- 
fect balance, shoulders low, arms hanging free, the guard 
should watch the ball and his opponent as a cat watches 
a mouse. The instant the ball is played he should 
charge, putting every ounce of weight and strength into 
the effort and moving like a flash. Theoretically he 
should move forward coinstantaneously with the ball; 
practically this is not possible, save by an occasional 
chance, since he must see the ball in motion from center 
to quarter before he can move himself. And he must 
beware of making a false start and so acquainting the 
opponent with his real intentions, although a " fake " 
start will sometimes work for his good by deceiving the 
opponent. The fundamental law of defense is to stop 



POSITIONS— HOW TO PLAY THEM 61 

the runner before lie reaches the line, not after he has 
reached it. The line once reached, the runner is prac- 
tically certain of a gain. Therefore it is necessary to 
stop the runner behind the line before his interference 
has formed in working order and before the weight of 
the team is behind him pushing him forward. And to 
the guard and tackle this duty falls. Again speaking 
theoreticallv. it is the guard's work to break through 
and read. quarter before he can pass. Practically 

he will not succeed at this once in fifty attempts. But 
his work doesn't stop there; if too late for the quarter 
he must try for the runner; come what may, he should 
break up the interference in so far as it affects the center 
of the line. 

The inexperienced player, however, should be 
warned against defeating his own end through over- 
anxiety. He must remember that his place in the line 
must be defended against assault before he is at liberty 
to leave it and break through; otherwise the play may 
be directed against the position left open. The oppo- 
sing guard will sometimes let him go through merely to 
get him out of the way, in which case, it is safe to say, 
his value to the team as regards that particular scrim- 
mage is somewhat less than 0. The beginner, therefore, 
should temper zeal with caution. Only experience — an 
experience notable maybe for many mistakes — can 
teach him to recognize instantly the moment when re- 
sistance against attack may give place on his part to the 
effort to break through. 



62 AMEKICAN FOOTBALL 

Ox offense the guard's first duty is to protect his 
quarter until the pass is made, blocking hard so that the 
opponent can not reach the runner. His next duty is to 
either make the opening, if the play is within his jurisdic- 
tion, or when the play is on the other end of the line to 
protect the runner from tackles from behind. He should 
always get into the interference if possible, as his weight 
and strength if combined with a fair amon of speed 
will enable him to do much either by bo"\\ over ad- 

vancing tacklers or by pulling the runner alohg for gains 
after he has been tackled. 

It may be that he will be called upon to leave his 
position and get into the interference for a run on the 
far side of the line. This necessitates the quickest kind 
of a start, yet it will not be possible for him to take any 
poise different from his usual one lest his opponent should 
surmise his intention. He must stand about as ordi- 
narily, block sharply, and then leave his place quickly. 
Usually a long step backward with one foot and a sharp 
turn will prove the most effectual method, but the guard 
will have to discover for himself what method best suits 
his case. But every effort should be made to conceal the 
play from the opponent. A deal of practise alone can 
make such a play a success, while without cool judg- 
ment on the part of the guard it had much better be left 
carefully alone. "When the guard leaves his position it 
becomes the tackle's duty to look after the opposing 
guard and prevent his following. The guard will some- 
times be drawn back to take part in a tandem play, in 



POSITIONS— HOW TO PLAY THEM 63 
which case he practically becomes a back for the time 
and should follow the back's methods. 

The Tackle 

The tackle is the team's Jack-of-all-trades. He is 
" soldier and sailor too " ; or, to leave Kipling and 
metaphors alone, he is at once forward and back and 
must take his turn at playing every style of play and 
meeting every kind of trick. On one side he has to help 
the guard block the plunges at the center; on the other 
side he must work smoothly with the ends on plays be- 
tween them or around them. So much for defense. On 
the attack he must run with the ball while a tired back 
regains his breath, form into fast interference, become 
one of the components of a tandem and, under a kick, 
try to beat the end at his own work and get down the 
field before him. The tackle has his work cut out for 
him. 

He should first of all have a clear, active brain, be 
willing to do his own share and some of everybody else's, 
be strong, quick as a weasel and have plenty of weight 
well distributed. Stockiness is a prime factor in the 
make-up of a good tackle. 

On Defense. — It is impossible to lay down any 
hard-and-fast rule for the tackle's guidance as to the dis- 
tance he should stand from guard. Everything depends 
upon the play he is to meet. If he allows himself to be 
drawn out too far he will find himself blocked out of a 



64 AMERICAN FOOTBALL 

play at center; if he hugs his guard too closely a play 
inside end will get by him nine times out of ten. He 
must watch the opposing tackle, and to a lesser degree, 
the opposing end. Remember that they know what the 
play is to be; study their movements; above all, remem- 
ber that the longer the line is the weaker it is. There 
are times when it is best for the tackle to play up in the 
line and times when a position a little back of it will be 
better. Be always on the alert, don't get anchored, 
keep your opponent guessing and watch the ball. The 
instant it is snapped get into the game. First put your 
opponent out of the way so that in case the play is be- 
tween you and guard you may have a chance at the 
runner as he goes past. To do this drive him back; all 
you need is an instant; when you have it act quickly 
and tackle low. If the play is outside you get through, 
putting your opponent out of the game long enough to 
secure a momentary respite from his attentions. Re- 
member that if the play is to be stopped for no gain it 
is necessary for you to reach the runner, or, failing that, 
to pile up the interference before the runner has turned 
in toward the line. To defeat an end play it 
is necessary that tackle and end work together like a 
machine. 

When the play is toward the other end of the line 
the tackle should go back and get in front of the play. 
When the attack is directly at his position the tackle 
should meet it stiffly and if possible shove it back; fail- 
ing that he should go down in front of it and pile it up, 



POSITIONS— HOW TO PLAY THEM 65 

relying on the secondary defense to hold it there. When 
the opponent kicks the tackle should leap into the air 
with arms extended. If he is fortunate enough to block 
the kick and the ball bounces back his one aim should 
be to reach it no matter what happens or who is in the 
way. If he has kept his eyes on it as he should, he knows 
the direction of it and its probable location better than 
any one else. 

On offense the tackle's first thought should be to 
make his holes wide and clean ; after that he should block 
low and hard. As a rule he must keep close to the 
guard, since the center of his line, being nearest to where 
the play begins, is the most important to protect. Very 
often he will find himself confronted by a back who has 
come up into the line between guard and tackle. In 
this case he must not allow himself to be drawn out. 
When the ball is snapped he must block one opponent 
with his arm and the other with head or shoulder. Re- 
member in case your opponent gets by you that you are 
not yet through with him; follow him up and keep him 
away from the ball. When his side kicks the tackle 
should block only long enough to keep the opposing 
tackle from spoiling the kick and then should get down 
the field as quickly as his legs will take him. 

When the tackle has to take the ball from his posi- 
tion in the line he must keep his opponent in the dark 
as to his intention until the last moment. What has 
been said as to a guard's duties when leaving the line 
applies equally to the tackle in this case. And, like the 



66 AMERICAN FOOTBALL 

guard, when drawn back for a tandem play lie becomes 
for the time a back and should play the back's game. 

The End 

The end is the free-lance of the team. He is under 
fewer restrictions as to positions and course of action than 
any other member of it. Moreover, he has larger terri- 
tory to cover, is thrown on his own resources more often 
and receives less assistance. For these reasons he should 
possess good judgment and the sort of brilliant courage 
that takes men into tight places — and out again. Be- 
sides, he must have lots of speed and endurance and 
agility. An end need not of necessity have weight, al- 
though, all other things being equal, the man with weight 
is the one to choose, since weight is always a factor in 
stopping interference. Like the tackle he is virtually 
part rusher and part back. 

0^" offense the end may choose his own position. 
The usual position is about two yards from tackle and a 
little back from the line. But wherever the end stands 
he should not become anchored. When playing in the 
line the end will find many opportunities to aid the 
tackle, as when the play is to be made through tackle 
or end by helping tackle to block off opposing tackle. 
When the play is to be between guard and tackle the 
end may himself engage opposing tackle and so cause a 
diversion that will aid his own tackle in making the 
hole. When the tackle runs with the ball the end 



POSITIONS— HOW TO PLAY THEM 67 

should look after the opposing tackle and see that he 
does not follow. Very often, however, the play will 
require him to block his own man sharp and follow the 
tackle around, helping him at the turn, steering him 
into the opening and at the same time protecting him 
from the rear. When in the line the end should remem- 
ber to give his attention to the inside man as being near- 
est to the play. 

On kicks by his own team the end should play a 
trifle farther into the field. Unless he is unusually fleet 
he should not delay his run down the field by attempting 
to put out opposing end or backs, but should leave this 
to his half-back and put all his work into the running. 
He should study the movements and faces of the op- 
posing backs in order to learn the direction of the ball 
rather than turn his head at the kick. In most cases it 
is possible to advise the ends of the direction of the kick 
by signal. The end should be the first man down the 
field under the ball. When he has located it and the 
man who is going to make the catch he should lose no 
time, but, on the other hand, should be careful not to 
overrun. Always go down on the player who is to re- 
ceive the ball from the outside, so that in trying to 
avoid you he will be forced toward the other rushers. 
Ascertain that there is no other player near to whom the 
catcher will be likely to pass the ball. Slacken your 
pace so as not to overrun. If there is no interference 
threatening you allow the opponent to catch and start; 
then tackle hard and watch out for a fumble; perhaps 



68 AMEKICAJST FOOTBALL 

you've a touch-down coming to you. If when the op- 
ponent runs he starts back to .avoid you, don't close with 
him as long as he is continuing toward his own goal, but 
use every effort to drive him back. Keep within tack- 
ling distance, and tackle the moment he begins to recover 
ground. When the kick is into touch the end should 
" dog " the opponent watchfully and be on the lookout 
for side-line tricks. 

On defense the end is a highly important member 
of his team. It is his duty to stop long runs around the 
end of the line and to get into and break up open plays. 
When a play comes his way his first thought should be 
to turn the runner in toward the tackle. To do this he 
should get around the opponent's line at as sharp an 
angle as possible, with his arms straight in front of him 
and tightly locked to ward off interference. The mo- 
ment the turn is begun he should tackle the runner. To 
do this it will be necessary for him to keep outside of 
the interference, unless he is certain that his half-back 
is also turning the interference in, in which case he may 
go through it. With his man once within reach, a 
quick, hard tackle is all that remains. 

The end should always have his eyes open for a 
fumble either by his own backs or the opponent's. He 
should keep out of plays by the opponent in the center 
of the line and out of pile-ups, his duty then being to 
watch sharply lest the runner worm through. Above 
all, he should keep on his toes, watch the ball, and use 
his wits. 



POSITIONS— HOW TO PLAY THEM 69 

The Quarter-Bach 
There is a very general theory among football men 
to the effect that quarter-backs are born and not made. 
To describe the ideal quarter would be merely to cata- 
logue all the virtues, and use much space. Perhaps it 
is sufficient to say that he must know the game thor- 
oughly, not merely the rules, but the science and the 
possibilities; that he must be cool, with the ability to 
think quickly and act quickly; that he must be " sandy " 
clear through and possess a positive love of hard work 
and hard knocks — for he will get plenty of both. Phys- 
ically the requirements are not difficult to fill. The 
quarter is generally the lightest and smallest member 
of the team, not because size and weight are barred, 
but because the nature of his work requires extreme 
activity and a certain nervous energy not usually found 
in large men. 

He is practically the captain ex officio. His is the 
duty of running the team and upon him falls more re- 
sponsibility than upon any other player. Prom him the 
rest of the team will very likely take the cue of cheer- 
fulness or discouragement, hope or despair; and for this 
reason he must always maintain confidence and cour- 
age. The team that goes into its final contest built 
around a steady center and a brilliant quarter is in a 
good way to win out. About once in three years 
a born quarter-back bursts into view ; the supply is lim- 
ited. 

6 



70 AMEKICAtf FOOTBALL 

On Offense. — In taking the position to receive the 
ball from center, the quarter should consult first of all 
the success of the team ; that is to say, he should find out 
by constant experiment what position will enable him to 
handle the ball most expeditiously and safely, and accom- 
modate himself to it. As has been said previously in this 
chapter, the method of snapping back the ball should 
be agreed upon by the center and quarter after every 
method has been tried; the decision once made, these 
two players should practise snapping back on every pos- 
sible occasion; practise makes perfect, and it isn't pos- 
sible to be too perfect at this accomplishment. Some 
quarters prefer the position facing and directly behind 
center, both feet in a straight line parallel to the rush- 
line. Others stand very nearly sidewise, the left foot 
about twenty-eight inches back from the right. In this 
position the quarter has the back field always in sight 
without turning. The quarter should take the same po- 
sition for every play, avoiding "favoring" that side of his 
line to which the ball is going. Whatever position is 
used it should be one which allows the other backs a 
good view of the ball. The pass from center through 
quarter to runner should be made as nearly as possible 
on one unbroken line; that is, the quarter should not 
take the ball to him and then pass to the runner, but 
should speed it on from snapper-back to runner without 
a perceptible hitch. In case of a fumble quarter should 
fall on the ball instantly and not attempt to recover it 
and put it into play. It is better to lose a down than to 



POSITIONS— HOW TO PLAY THEM 71 

lose the ball. The quarter should be equally certain in 
passing to one side as to the other. 

When the pass is to be made to a runner going out- 
side of guard the ball should be tossed, and whenever 
possible both hands should be used, since more accuracy 
is so insured. When the runner is making a plunge 
through the center of the line a hand pass should be 
made. Remember that the back has no time in this 
case to handle the ball, so place it where he wants it, that 
is, against the pit of the stomach, necessitating only a 
single clutching movement on his part to secure it. Re- 
member, too, that your work is not finished when the 
ball is out of your hands; follow up the runner; if the 
plunge is through center steady the runner; if the try 
is at the flank of the line get into the interference. 

When called upon to kick the quarter should wait 
until the last possible moment before going back to his 
position, since by so doing he may be able to get the ball 
away before the opponent has covered his field. On the 
pass he should catch the ball in his hands and not against 
his body, as he will be able to get it away much 
quicker so. 

When the quarter is to run with the ball it is highly 
necessary that his intention be hidden until he has 
started. The chief merit of this play is its unexpected- 
ness; aside from that it has little advantage over a run 
by any other back. Therefore he should take his posi- 
tion as usual, receive the snap-back as in any other play 
and make the turn as if to pass before straightening up 



72 AMEKICAN FOOTBALL 

for the run. The quarter-back must remember that he 
can not run with the ball unless he crosses the line of 
play at least five yards from where he received it from 
the center rush. In other words, he must run at least 
five yards across the field before he tries to go ahead, 
and so he must not forget to keep an eye on the length- 
wise lines when he is ready to run with the ball. 

On defense the quarter will generally play back; 
how far back depends on the ability of the opposing 
kicker. Generally the distance between his position on 
defense and his line will be from twenty to thirty yards, 
except when a kick is expected, in which case he will 
play from thirty to forty yards back. It is better to play 
too far back than too far forward: in the latter case a 
long punt may go over his head or a quick end run may 
get by him. Once past his own 25-yard line he should 
halve the distance from his team to the goal-line, since 
a punt is practically out of the question. If a runner 
breaks through the quarter should not wait for him, but 
should advance and tackle him as far from the goal as 
possible, and then hard and sure. 

At all times he should be on the lookout for a fumble 
by the opposing quarter. He should give his signals 
quickly and distinctly and should see that they are un- 
derstood. He should keep center and guards up to their 
work every moment and use every art to keep them 
steady and to stimulate them. 

The quarter should not overwork any one of the 
backs, unless a gain is absolutely imperative. In that 



POSITIONS— HOW TO PLAY THEM 73 

case call on the surest man. Keep a sharp watch on the 
opponent's line ; study the conditions of the players. If 
a tuckered-out man is discovered try a play at his posi- 
tion; if a man is playing wide send a play there. As 
long as gains continue at a certain place, hammer away 
there ; time enough to change when the gains stop. 

Some of the qualities that make a first-class quarter- 
back are vividly pictured in this tribute to Rockwell, of 
Yale, as one of the 1902 coaches viewed him: 

" P. H. Rockwell, a schoolboy player who in the 
early part of the season knocked around on the scrub, 
about mid-season began to come into the running and 
before he finished he displaced all candidates ahead of 
him. He quickened up the entire line, as well as the 
backs, and this quality stands out as superior to that of 
any quarter that has run our back teams for many years. 
He could put a big team up to such a pitch as to have 
them blowing like porpoises in five minutes, and any 
one who thinks that an easy thing to do has had very 
little experience in quarter-back play. Best of all, when 
he was sending the team fast, his judgment seemed to 
be most unerring on the plays he ought to use, and where 
to attack the opposing line. While still on his back be- 
neath the scrimmage, the words of his signals would 
begin to pipe out, and by the time he was landed on his 
feet he would be ready for the ball to come. On de- 
fensive work, Rockwell was kept up behind the line, 
instead of going back to receive kicks, and no man had a 
keener eye for detecting the play of the opponents than 



74 AMERICAN FOOTBALL 

he. His tackling was certain and his ability to keep the 
big men up to their work was phenomenal. He never 
fumbled and almost invariably put the ball into the 
hands of even an uncertain back so that the man could 
not drop it. Rockwell is only five feet eight inches tall, 
and weighs a hundred and forty-eight pounds." 

The Half -Bach 

The two half-backs together with the full-back are 
the principal ground gainers. These three should work 
together in perfect unison. The half-back may play one 
of two styles of the game; that is, he may be a " dodger " 
or a " plunger "; he should not combine the two, since it 
is seldom possible for him to do both well. A team 
should have one half-back of each kind. 

The half-back should be quick to start, a hard, fast 
runner, a good dodger and should have endurance and 
courage in about equal proportions. He must be capable 
of being sent into the line or around it time after time 
without rest; he must be quick to think and quick to act. 
As for weight, a plunging back can stand more of it than 
a dodger, although the latter should not be so light as to 
be easily carried off his feet. 

On Offense. — The positions to be assumed by the 
backs on the offense will depend upon the style of attack, 
but whatever the formation, they should take up as near 
as possible the same relative positions as regards each 
other and the ball, thus giving the opponent no hint of 



POSITION'S— HOW TO PLAY THEM 75 

the point or nature of attack. Every care should be 
taken not to indicate the direction of the play either by 
glances, false starts or by leaning. The ability to start 
quickly is one of the first essentials, almost the most 
important. No matter how fast a man may be able to 
run after he is going he will not make a good back until 
he has learned to start quickly. Starting from a pistol in 
the hands of a coach is one of the best methods of per- 
fecting himself in this. As soon as the team lines up 
the half-back should get on his toes and stay there until 
the ball is snapped. He should stand with one foot be- 
hind the other, body and weight forward, much as the 
sprinter poises himself for a standing start. The instant 
the ball is snapped he should dig his toes and throw him- 
self forward, recovering his equilibrium by fast use of 
his feet. 

His position must be such as to allow him to run 
straight ahead, to left or to right with equal facility. 
Some men will find themselves capable of starting in one 
direction and of running in that direction better than 
in another, and this fact should govern their location in 
the back field; a man who can do better work at left half 
than at right should be placed there and kept there. 
Do not expect a man who has been playing at left all 
season to do as good, work if switched over to the other 
side. 

The back who is going at the center of the line 
should receive the ball against the pit of the stomach 
and hold it there with both hands; he won't need his 
hands and he will need the ball. He should keep his 



76 AMEKlCAN FOOTBALL 

feet and run high if the hole is awaiting him. If it is 
not he should either hurdle, trusting to go over, or buck 
it hard. At all events, he should keep his eyes open. 
Short steps are best, as they enable the back to recover' 
his equilibrium quickly. His legs should be bent as the 
line is reached, as in this case he is capable of a certain 
amount of lifting power if it is needed. When the back 
is to go outside of guard or circle the end he will need 
one arm for interference and so should carry the ball 
under the arm farthest from the enemy. He should be 
able to carry the ball as well under one arm as under the 
other. The arm not engaged with the ball should be 
held straight and stiff to ward off interferers; a nice use 
of this arm will gain many a yard. 

In around the end work the back must keep his eyes 
open and his feet under him. A runner who goes like 
the wind and dashes blindly into a mass of interference 
isn't nearly as valuable as a slower man who looks where 
he is going. In the same way a back who loses his feet 
the first time he is jostled isn't as good a ground gainer 
as the less brilliant player who keeps his feet under him 
and so gives his interference a chance to shove him along. 
The back must not allow himself to be forced toward his 
own goal; it is better for him to drop in his tracks with- 
out gain than to lose territory. He should not follow so 
close to his interference as to be unable to clear the inter- 
ference in case it is upset. He should run low as long as 
possible — very often he can do so until he reaches the 
line. The idea in this is to escape detection. 



POSITIONS— HOW TO PLAY THEM 77 

When tackled he should always fall forward with the 
ball clasped tightly under him. The difference between 
a forward fall and a backward fall is anywhere from one 
to three yards. When you are certain that by extending 
the ball in front of you you can gain the required dis- 
tance it is well enough to risk it, but as a general rule 
it is better to sacrifice a yard of territory and make sure 
of keeping the ball. The ball held in front is usually 
easy prey for the opponent and a great many games have 
been won by a stolen ball. 

When his side is kicking the half-back should form 
into defense for the kicker and should block hard. 

On defense the half-back should usually stand be- 
hind the guard-tackle hole, from which position he is 
able to throw himself into a repulse of an attack upon 
the center of the line as well as to keep a sharp watch on 
the flank. He will sometimes be called upon to go into 
the line between guard and tackle or between tackle 
and end. The back is a part of the secondary defense 
and should not go through the line. The back should 
stand high enough to watch the play and as soon as he 
decides what it is to be should get to it as fast as his legs 
will take him. In stopping end runs he should never 
allow himself to get hit but should keep the opponent 
off with his arms. In stopping a mass play he should 
try to upset it or turn it aside and not strive to tackle 
any single member of it. When the other side kicks, 
either a half-back or the full-back should go up the field 
to help the quarter. Which is to do this should, of 



78 AMEKICAN" FOOTBALL 

course, be settled upon before the game, and equally as 
a matter of course the one chosen should be the surest 
catcher and best runner. 



The Full-Bach 

What has been said of the half -back will apply very 
nearly as well to the full-back. His duty is to advance 
the ball by " bucking " the line, hurdling it or running 
around the end. He should be equally effective as a 
hard, speedy runner and a fierce line plunger. If he is 
also a good hurdler he should be a valuable man for the 
place. As a general thing his weight may exceed that 
of the half; if he is to be used principally for plunges 
at the center of the line he may, in fact, weigh as much 
as a tackle just so long as he is quick and active. 

On Offense. — From the kicking back of ten years 
ago the full has developed into a sort of human batter- 
ing-ram, a man to be depended upon at a crisis, one who 
can take the ball on a third down and smash himself 
through or under or over the line for the required dis- 
tance. He must be a hard, desperate fighter, one whose 
courage is at once cool and reckless, and a man quick to 
judge the exigencies of a situation and quick to act upon 
his judgment. He will often find himself rushing head- 
long into a line in which the expected hole is not to be 
seen. He will need his wits then. One thing he must 
not do, and that is stop. There's a yard to be gained and 
he's there to gain it. There must be no slacking up, no 



POSITIONS— HOW TO PLAY THEM 79 
hesitation; he must decide what to do between the re- 
ceiving of the ball and the striking of the line and then 
do it just as hard as he knows how, summoning every 
ounce of weight and strength to his aid. If he decides to 
buck he should get low with head down and use his legs 
for all that's in them. If he chooses to hurdle he will 
secure the ball with one hand only, since he will require 
the use of the other arm in leaping and in balancing his 
body. Hurdling the line is an art in itself and can be 
acquired only by practise. It is not as dangerous as it 
looks from the side-lines, and, when performed by a good 
exponent of the art, is an almost certain ground gainer. 
The full-back will sometimes find an opening in the line 
which while not clean enough to allow him to go through 
on his feet is yet big enough to take him head first. In 
that case he should dive, launching himself forward 
much as a base-runner does when about to slide for the 
bag. 

The full-back who can take part in the kicking is a 
valuable player, since because of his weight and size he 
will naturally possess the strength to make long punts. 

Osr defense the full-back is an important member 
of the secondary line. 



CHAPTER YII 

SIGNALS 

Simple Signals Best. — Signals are intended to con- 
vey information and not to cause brain-fag. Therefore 
make your signals simple; mystify the other team, not 
your own. Some players may be able to work mind and 
body hard at the same time, but most are not. For prac- 
tise a two-number system will answer; even when you 
meet the enemy three numbers should serve as well as 
five or six. 

Your system, once decided on, should be learned 
thoroughly by every member of the team. Signal drill 
may be given indoors a couple of evenings a week as sup- 
plementary to the regular outdoor work. The team 
ought to become so well acquainted with the signals as 
to comprehend them instantly without apparent effort of 
the mind. When every man knows them thoroughly, 
as he should, there will be no more frenzied cries of " Sig- 
nal! Signal! " to the quarter-back, no more false starts 
and no more ragged interference. More than half the 
misplays of an afternoon's practise in mid-season may be 
traced to imperfect knowledge of signals. The remedy 

is DRILL. 

All kinds of systems are possible; you may use let- 
80 



SIGNALS 81 

ters of the alphabet, words, signs and numbers; you 
might even manage to get up a satisfactory system of 
whistling; but in the opinion of most coaches it is sim- 
plest and best to make the entire signal code of numbers. 
For School Teams and younger players generally 
the following system will prove all that can be desired, 
combining as it does perfect simplicity, safety and 
variety. Begin by numbering each opening on the right 
of center from 2 to 8 inclusive and on the left from 3 
to 9 inclusive. Then number each position as follows: 
RG 2, RT 4, RE 6, RHB 8, LG 1, LT 3, LE 5, LHB 7, 
QB 9, FB 10. The following diagram will aid : 

9©? ®5® i CU©4 © 60S 



© © ® 



Diagram E. — Positions and openings numbered for signal 
system. 

In giving the signal use three numbers, letting the 
first be a " bluff " or useless number, the second indicate 
the player who is to take the ball and the third indicate 
the opening through which he is to carry it. Thus: the 
signal called is "5, 8, 6!" The five is the "bluff" 
number and there only to confuse the opponent; the 
8 indicates the right half-back; the 6 indicates the open- 



82 AMEKICAN FOOTBALL 

ing between right tackle and end. The signal " 5 ; 8, 6," 
then, calls for a plunge by right half outside of right 
tackle. 

In case the opponent solves one or more of the sig- 
nals the entire system may be changed at once by letting 
the first number indicate the player, the second number 
be the " bluff " and the third number indicate the open- 
ing. The three numbers allow of six variations; at least 
three of them should be thoroughly mastered by the 
team. 

A more complicated system is the following: 
Number the openings from 1 to 8, beginning at the left 



l©2©3®4l~35®6©?©8 
© _ © 



Diagram F. — Another arrangement of numbers. 

(Diagram F). Number the positions from 1 to 9, work- 
ing from left to right. Use three numbers in the signal, 
one of them being a " bluff " number. Supposing the 
"bluff" number comes first; then let the second digit 
of the second number indicate the player who is to re- 
ceive the ball and the second digit of the third number 
the opening. 

Thus: If the signal called is "23, 39, 15," 23 
has no meaning, 39 indicates the full-back and 15 



SIGNALS 83 

indicates the opening between right guard and center. 
In this system the quarter-back is not numbered, but any 
number above 50 and under 100 would indicate that 
he was to advance the ball; thus, " 17, 56, 22 " would 
call for quarter to take the ball for a dash into the line 
outside of left tackle. 

In either of the above systems the "bluff " numbers 
may be increased to two, three, or even four if desired. 
Ordinarily one " bluff " number is sufficient and little 
is gained by addmg\oiore. The danger of confusing 
your own team is the first thing to guard against. 

In each of the systems a kick may be indicated by 
any number over 100. 

Any formation other than the regular one should be 
called for by the quarter before he gives the signal, as 
"left tackle back!" "right guard back!" "left end 
and tackle over! " etc. 

If a starting signal is desired it may be included in 
• the number signal in a variety of ways, but it is of du- 
bious value, since, once discovered, it gives the oppo- 
nent a tremendous advantage. 

Sequences, that is to say a number of plays which 
can succeed each other without signals, are of value. 
They should not, however, as a rule comprise more than 
three plays, and should be used sparingly. 

The quarter should give his signals plainly, loudly 
and commandingly and once only, unless called upon for 
a repetition by one of his side. After the signal he 
should get the play off as quickly as possible. 



CHAPTEK VIII 

THE TEAM 

The members of the team having been taught to 
play as individuals, the next duty is to teach them to 
play in unity. Team-play is the concerted action of 
eleven men having the same object in view. It is the 
final accomplishment and a difficult one to teach, but 
without it the team is a ship without a rudder. 

Offense 

Plan the Contest. — Every important contest 
should be planned beforehand by captain and coaches. 
In so doing everything should be taken into considera- 
tion; weather, wind, condition of field, strength of your 
team and strength of the enemy's. By keeping track of 
the opponent's work in preceding games it is not difficult 
to surmise very nearly what style of offense you will 
be called upon to meet and what manner of game will 
succeed best against him. Map out your battle accord- 
ingly, deciding what line of action is to govern the day, 
and what is to be done under certain conditions. This 
is generalship. Good generalship has won many a game 
before the toss-up. 

Whatever plans you may lay out for the opponent's 
84 



THE TEAM 85 

undoing be guided by the rule that " straight football " 
is the basis for every successful attack. 

Starting the Game. — At the kick-oif let the kick 
be made by the best kicker irrespective of position. 
Place the ends on the wings of the line, two swift backs 
in the center and keep the surest catcher at the 40- 
yard line to look after a return punt. (Diagram B.) 
The team should know beforehand the direction of the 
kick; this information can be conveyed to them by the 
captain by means of prearranged signals. Every man 
save the one nearest goal should get away instantly as 
soon as the ball is kicked. 

Kick as far as possible without kicking the ball into 
touch or over the line; although there are certain con- 
ditions under which the latter may be desirable. If you 
kick into touch you will have to do it over again ; if you 
do it a second time the ball goes to the opponent for a 
kick-off. It is better to let the opponent have the ball 
near his goal than to have it yourself near your own 
goal. If the ball is kicked over the goal-line it goes to 
the opponent on his 25-yard line for a free kick. If the 
opponent is known to be weak at kicking and possession 
of the ball is desired a kick over the goal-line will prob- 
ably restore the ball to you at about the middle of the 
field. However, the result of such an attempt is at all 
times uncertain. 

It is the duty of the ends to stop the return of the 
ball by tackling the catcher of it. This is so of the other 
players as well, but the ends, because of their speed, 



86 AMERICAN FOOTBALL 

stand a better chance to succeed. Tailing to stop the 
man with the ball, the ends should drive him toward the 
middle of the field, where the other players of their side 
are ready to break up the interference and get him. 

The Scrimmage. — When the ball is down it must be 
put in play either by snapping it back or kicking it for- 
ward. The latter means is seldom used, since it almost 
invariably means loss of the ball. There are three meth- 
ods of advancing the ball from a down, i. e., Direct At- 
tack or " straight football," Indirect Attack or trick 
play and Kicking. 

Direct attack should form the basis, as has been 
said, of every offense. Direct attack represents force as 
opposed to strategy and is more easily executed than 
indirect attack, since it is simple both in formation and 
execution and does not entail mental as well as physical 
exertion. The following examples of direct attack are 
mostly " standard " plays and are as simple as they are 
effective. It must be remembered, however, that in 
these as in all other plays success lies in the perfection of 
execution. 

Left Half-Back between Guard and Center on 
ins Own Side. — This play is from ordinary formation 
— that is, a formation where the seven forwards are in the 
line, the quarter-back is close behind center, the half- 
backs about three yards back of the line and just outside 
of guards and the full-back about four yards back of the 
line and directly behind quarter. The ends play in the 
line about one and a half yards from the tackles. 



THE TEAM 87 

At the instant the ball is snapped LIT, RIT and FB 
dash for the center-guard hole on the left of the line. 
At the same instant C lifts his opponent back and to the 
right, LG lifts his opponent back and to the left, thus 
forming the opening. The ball goes to LH on a hand 
pass from Q, who steadies him as he strikes the line at 
full speed, head down and ball clasped with both hands 
to his stomach. FB and RH follow him closely and push 
with all their might as he reaches the hole. They should 
be careful to apply the pressure below the waist and not 
above it, since what is wanted is to keep the runner on 
his feet and not push him down. When the ball is 
snapped RE and LE pass through the line outside of 
tackles to interfere for the runner in case he gets 
through. RT goes through between guard and tackle 
for the same purpose. QB follows the play, pushing 
behind FB and RH. Don't stop pushing until the last 
inch is gained. The same play may be made by RH on 
his own side or the opposite side and by LH on the oppo- 
site side. 

Left Half-Back between Guard and Tackle on 
his Own Side. — Formation as in previous play. At 
the instant the ball is put in play LH, FB and RH dash 
for the guard-tackle hole on the left of the line. LT 
lifts his man out and to the left, LG lifts his man out 
and to the right, making the opening. 

LH receives the ball from QB when about a yard 
from the line on a short pass, clasps it to his stomach and 
plunges between guard and tackle with head down. 



88 AMERICAN FOOTBALL 

FB, RH and QB follow behind and push him for- 
ward. 

LE leaves his position the instant LH reaches the 
line — his duty until that time being to prevent attack 
from his end — and goes through outside of tackle, put- 
ting out the first man behind the opposing line. 

RT and RE go through guard-tackle and tackle-end 
holes to interfere for the runner if he gets through the 
line. 

This play can be made by LH on the opposite side 
and by RH on his own and opposite side of the line. 

Left Half-Back around his Own End. — Prece- 
ding formation. At the instant the ball is snapped LH, 
FB and RH start for the left end of the line, LH receiv- 
ing the ball on a long pass from QB after he has started 
and while at a point about back of LT. LE forces his 
man in toward center, while LT must see that his man 
does not get through to tackle the runner. 

RH and QB take a course parallel to LH and FB, 
but nearer the line passing inside of LE and seeking to 
get through in time to interfere for LH as he goes down 
the field. FB follows and protects the runner from the 
rear. 

RT and RE get through inside their men to join the 
interference, their especial duty being to repulse attacks 
from the opposing backs. This play may be made around 
either end of the line by either half-back. 

Full-Back between Center and Right Guard. — 
For this play a slightly different formation is used. 



THE TEAM 89 

Half-backs stand directly behind guards about three 
yards back; full-back stands four yards behind center; 
ends stand one yard back from the line and a yard and a 
half outside of tackles. 

At the instant the ball is snapped FB, LH, RH, LE 
and RE dash for the center-guard hole. LH goes first, 
clearing out the hole made by C and RGr, and putting 
out the first opposing member of the secondary defense. 
EB receives the ball from QB at a hand pass, holds it 
with both hands against his stomach and follows -close 
behind LH. LE, RH, RE and QB go in behind FB, 
putting all their weight against him. LT goes through 
inside his opponent without stopping to block and goes 
down the field ahead of the runner as advance interfer- 
ence. LG and RT must see that the opposing forwards 
do not break through before FB reaches the line. 

This play may be made through the left of the line 
as well. 

Straight plays with any one of the backs holding the 
ball may be made through any hole in the line; conse- 
quently there are as many straight plays as there are 
holes in the line, that is eight. In the same way, straight 
wedge plays may be directed against any position in the 
line from tackle to tackle. 

Plays in which a line man is brought back either to 
head the interference or carry the ball may rightfully be 
classed as straight football. 

Indirect Attack. — In this strategy forms the basis 
of the plays. The attack appears to be directed at one 



90 AMERICAN FOOTBALL 

point, but concentrates at another. Trick plays were in 
their zenith from 1892 to 1895. Of late years the tend- 
ency has been rather toward straight football. The 
number of trick plays possible is practically unlimited; 
a coach or captain can readily evolve them for himself, 
the only things necessary being a pencil, paper and a 
thorough knowledge of the Rules. There is just one 
way, however, in which to decide upon the merits of 
any play, and that is to watch it in operation against a 
good opponent. 

Examples of the best of strategic plays are the va- 
rious crisscrosses, the double passes other than criss- 
crosses, the delayed pass, the scrimmage kick, the half- 
back run from a kicking formation, the ordinary " fake 
kick," the quarter-back run after a pretended pass and 
the quarter-back kick. There are besides several trick 
plays of more than doubtful respectability, notably that 
seen on Soldiers' Field, Cambridge, in 1903, when Har- 
vard's opponent secured the ball on a kick-off, formed a 
wedge formation, tucked the ball under the sweater of 
one of their number, where it was held in place by an 
elastic band, and scattered. The player under whose 
sweater at the back the pigskin was secured romped 
down the field for something over a hundred yards and 
was not molested until the goal-line was almost reached. 
The trick was successful, earned six points, and was al- 
lowable under the rules; at the same time it was not 
good football from any point of view and even its in- 
ventor was moved to offer apologies for it. 



THE TEAM 91 

Trick plays have their uses; many a game has been 
won by a clever bit of strategy, but not until the way for 
it had been paved by simple straight football. Four 
good trick plays at the most will suffice for a team. 

Kicking. — Kicking is an easy and practically certain 
method of advancing the ball, entailing, however, the 
loss of it by the kicking team. It means hard work for 
the ends and the man who does the kicking, but light 
work for the balance of the players. As a method of 
offensive play its value is greater than that of trick foot- 
ball. Oi recent years it has been steadily gaining in 
use and importance, but even yet the full possibilities of 
the kicking game have not been displayed. 

Let us suppose that teams A and B are very evenly 
matched on offense and defense. At the kick-off A 
secures the ball on her 10-yard line, runs it back to her 
20 and from there begins a rushing game. She is 
practically 60 yards from scoring distance. By straight 
football diversified by an occasional trick she advances 
the ball to B's 40-yard line, a none too easy perform- 
ance, and there loses it. B is practically 50 yards from 
scoring distance of A's goal. Therefore she kicks on 
first down. There is the possibility that A's backs will 
fumble. But even if they do not B has gained, let us 
say, 40 yards at no expense of offensive strength. She 
has lost the ball, but is in fresher condition than A, and 
if she can wrest the ball from her opponent will be with- 
in striking distance of the latter's goal. If A manages 
to retain possession of the ball until she has once more 



92 AMEKICA^ T FOOTBALL 

crossed into B's territory it is probable .that the limit of 
her advance will be farther from B's goal than before. 
We will suppose that B gains possession of the ball on 
her own 45 yards. Again she kicks on first down and 
A's back secures the ball on her 25-yard line. Again 
A is in possession of the ball, but in a territory where 
possession of it is almost valueless. She is weakened 
by two long rushes aggregating 75 yards, while B, on 
the other hand, is in far better physical shape, since 
she has played almost entirely on the defensive. The 
chances are now all in favor of B's being able to hold A 
and secure the ball within scoring distance of A's goal. 
In which case B's better physical condition will undoubt- 
edly earn a touch-down. 

In short, the possession by you of the ball inside your 
own 30 yards is not so promising of a score for you as 
the possession of it by the opponent inside his 30. 

It is well to plan your kicking game after considering 
the relative strength of your rushing and kicking ability. 
The wind enters largely into the question also. If the 
wind is with you kicks will naturally be more frequent 
in your game than they would were the wind favoring 
the opponent, although a strong punter who is able to 
kick low and long will make the chances very nearly 
even. If you have not such a punter then it is still pos- 
sible to rush the distance the wind handicaps the kick 
and then punt. In the same way you can offset any ad- 
vantage over your own punter held by the rival player. 

As a general rule — to which there are always ex- 



THE TEAM 93 

ceptions — it is best, rival kickers being nearly equal in 
ability and the wind being in your favor, to kick on 
first down when between your 15- and your 40-yard 
lines; on second down between your 40 and the op- 
ponent's 40; on third down from opponent's 40 to his 
goal. Do not get into the habit of waiting for the third 
down before kicking;- your opponent is looking for a 
kick then. 

Don't kick from directly under your goal. If you 
do the ball may hit an upright or the cross-bar. Work 
the ball toward the side of the field on an end run first. 

Do not, when kicking from a point back of your own 
15 yards, punt the ball straight down the field, as it 
may fail of the expected distance and go to the opponent 
on a fair catch within place-kicking distance of your 
goal. Always kick into touch in this case, thus prevent- 
ing any run back of the ball. 

On the other hand, when kicking from any point bet- 
ter than your 20 yards strive to send the ball straight 
down the field in front of the opponent's goal. 

Once past the middle of the field and into opponent's 
territory try to send the ball into touch as near oppo- 
nent's goal-line as possible. A straight kick might send 
the ball over the goal-line and give the opponent a free 
kick from his 25-yard line. 

Finally the kicker should bear in mind that merely 
to kick the ball as hard as he knows how is not the first 
consideration. He should remember that he is kicking 
for a purpose; he should recognize that purpose and use 



94 AMEKICAN FOOTBALL 

his skill accordingly. In short, each kick should be made 
to the advantage of the team. He should take into ac- 
count the speed of the ends and the others of the rush- 
line. There is little gained if a back kicks 60 yards 
and the ball is run back 40 yards or punted back 50. 
He must give his ends time to get down the field, ele- 
vating his kicks accordingly. Always he should strive 
to put the ball where it will be most difficult for the op- 
posing backs to get it; by observing the opponent's ar- 
rangement of players he will often find a portion of the 
field poorly covered; or if the opponent has a back who 
is notably uncertain on catching it will be well to drop 
the ball in the territory covered by him on the chance of 
a fumble. 

If it is possible to signal the direction of the kick to 
the rest of .the team beforehand it should be clone. 

Defense 

There is a football truism to the effect that the team 
with a perfect defense can never be scored on, and there- 
fore never defeated. It is a statement worth consider- 
ing as it gives some idea of the immense value of team 
defense. At the present day the relative values of de- 
fense and offense are practically in the ratio of 3 to 2. 

Defense at Start of Game. — There is no rule gov- 
erning the arrangement of players on the kick-off which 
can be universally applied. The placing of the men will 
depend on individual ability and style of work. Diagram 
B shows one method of arranging the field; in many 



THE TEAM 95 

cases other arrangements will doubtless serve better. 
The principal thing to strive for is to cover the field in 
such a way that no matter where the kick-off puts the 
ball it can be quickly taken and returned, either by punt 
or run back. In every arrangement it is advisable to 
place the three heaviest men, center and guards, along 
the 40-yard line to look after short ground kicks and, 
when the ball goes past them, to block the first man. 
The 30-yard line is usually a good position for the quar- 
ter. He should watch for short kicks, and in general 
guard the middle of the field. The end should see that 
kicks dropping near the side lines do not go into touch. 
If the tackles come next they will be in position to form 
into heavy interference for any of the backs, who cover 
the remaining territory. If either of the three backs get 
the ball the tackles should lead the way up the field, the 
other two backs guarding the runner closely and the bal- 
ance of the players joining the interference as quickly as 
possible. 

Always give the ball a chance to go over the goal- 
line so that you will earn a free kick from your 25-yard 
line. Ninety-nine times out of a hundred it is better 
to run the ball back on the kick-off than to return the 
kick. If you are playing a kicking game you. can kick 
just as well from a down, unless your line is unusually 
weak, as on the catch, and you might as well have to 
your credit what ground you can gain by running the 
ball back. 

Defense from a Down. — The principles underlying 



96 AMEKICAN FOOTBALL 

this are: (1) meet the play before it reaches the line, 
(2) put more players against it than the opponent can 
put into it, and (3) strengthen your line by making it 
compact. 

As to the first principle, a moment's thought will 
convince you of its soundness. The duty of defense is 
not only to keep the opponent from gaining ground, but 
to make him lose ground when possible. The latter is 
more effective than the former. If you wait until a 
play reaches the line before meeting it you may be able 
to stop it, but not before it has gained ground. On the 
other hand, if you meet a play on your opponent's side 
of the line you will be able to stop it quicker — since it 
has gathered less momentum — and will not only have 
prevented gain, but will have stopped the opponent for 
a loss. A runner becomes harder to stop with every 
foot of ground covered, since every foot means an in- 
crease of momentum as well as an added perfection of 
interference. 

The s*econd principle needs no explaining. If it were 
possible to always meet a play with more men than the 
play contained there could be no advance against your 
defense so long as the two teams were anywhere equal 
in weight and strength. 

The third principle is founded on the fact that it is 
easier and simpler to protect a territory 15 feet in width 
than one 50 feet in width. There is always a tendency 
on the part of the forwards to break through on defense 
outside of their opponents, thus pulling the line open 



THE TEAM 97 

and lengthening it materially. As a result the opponent 
finds lots of holes quite to his liking and has his work 
vastly simplified for him. A short line of seven men is 
stronger than a long line of the same number. 

Half-Cikcle Defense. — The best system of de- 
fense on a scrimmage that a school team can use is that 
which seeks in theory to pocket the opponent inside a 
half circle. 

For example: The rush-line is standing in a straight 
line across the field. To form the half-circle center ad- 
vances straight ahead one yard, the guards two yards and 
a trifle toward center, the tackles three yards diagonally 
and the ends four yards diagonally. The line has now 
become an arc. Suppose now that all turn toward a man 
originally standing four yards in front of center and now 
three yards in front of him. That man, representing the 
offense, is now in the center of the chord of the arc with 
the arc in front of him. The members of the circle are 
somewhat less than two arms' length apart and two of 
them can reach the man without leaving their posi- 
tions if he tries to break through. The theory of 
this system is to tear the offense into fragments, to 
meet the play on the opponent's side of the line and 
to have two men meet the runner no matter which way 
he turns. 

The Backs are a valuable feature of this defense and 
must be especially wide-awake and keen to discover the 
direction of the attack and quick to plug any holes which 
may appear. The territory to be covered should be dis- 



98 AMEKICAST FOOTBALL 

tributed among the three; let one back watch all holes 
from outside of left end to left guard, another all holes 
from outside right end to right guard and the third from 
tackle to tackle. This arrangement should bring two 
men to the repulse of any attack on the tackle positions. 
It is, of course, not arbitrary. A weak center will de- 
mand a plan whereby two backs can be brought in- 
stantly to his relief, while with the opponent playing 
an end running game the center of the line must be 
guarded less carefully than the wings. 

To teach this or any other system of defense it 
should first be diagramed on the blackboard and each 
player's duties thoroughly explained. On the field the 
men should be made to walk to their positions, then trot 
and then get there as quickly as they know how. The 
next step should be to introduce an offence which at first 
offers no resistance. The defense forwards should learn 
to get by their opponents on the inside and get sharply to 
their positions. Now let the offense make resistance and 
finally execute some straight plays. By this time the 
defense should be in good enough working order to be 
used in a regular game with the second team. 

When the opponent is going to kick from any point 
between the two 40-yard lines the ends should take posi- 
tions back of the line and about five yards out from 
tackle. In case of a fake kick they are then in position 
to get back and tackle an end runner, and if the kick is ' 
really made they can readily get down the field to pro- 
tect the back making the catch. On a kick by the oppo- 



THE TEAM 99 

nent inside his own 40 yards the ends should join the 
other forwards in breaking through to block the ball. 

Certain plays require special means of defense, as, 
for instance, a mass formation on center. In this case 
the center trio should meet the advance with heads and 
shoulders and use every effort to push the apex in, thus 
smashing the play and forcing the runner out. The 
formation once broken, the center trio should prevent 
farther progress through their positions by falling flat 
and leaving the runner to the mercies of the men on 
the wings and secondary defense. 

To stop a close mass play it is necessary to meet it 
hard and low with the shoulders and then drop flat. If 
you drop without first forcing the play back it will prob- 
ably pass right over you. These tactics will not answer 
with a loose mass play. There it is necessary to tear the 
formation apart and reach the runner. There is no use 
in throwing yourself in front of such a play. 

The same applies to the old revolving wedge and all 
variations of it. It is necessary to get through the inter- 
ference and reach the runner. 

There is one rule which applies to the stopping of 
all plays: Watch the ball and reach the runner. 

Defense according to Territory. — Once inside 
its own 20-yard line the team on the defensive is called 
upon for its utmost efforts. !No matter how fiercely and 
determinedly it has been playing before, now is the time 
for a desperate rally. Football history shows that the 
last few yards are at least twice as hard to gain as any 

LofC. 



100 AMERICAN FOOTBALL 

other ten. Every effort should be made by the defense 
not merely to stop the enemy's advance, but to wrest the 
ball away from him on every play. The center trio and 
the back behind them should play for the ball. The 
guards should take turns in assisting the center to make 
holes through which the back may plunge in an effort to 
get the ball if possible, and if not to break up the oppo- 
nent's play. Remember that the opponent is probably 
just as tired as you are and more nervous, and play as 
though fortune were on your side and you knew it. 

Watch the short side of the field when the teams are 
close to the side lines. Try to force the runner into 
touch and deprive the offense of its first down. When 
forced into a corner of your territory watch the long side 
of the field for a dash around that end. 

If forced to kick from behind your own goal-line 
use judgment. If the forwards are through and on to 
the kicker before he has a chance to get the ball safely 
away he should make a safety rather than allow the 
opponent to make a touch-down. It is better to have 
two points scored against you than five or possibly six. 

If kept on the defensive most of the time kick when- 
ever the result of a rush is at all doubtful. 



FOOTBALL MAXIMS 101 



FOOTBALL MAXIMS 

Line up quickly. Trot to your position,- don't crawl. 

"When you tackle throw your man hard and always 
toward his goal. 

Don't talk to your opponent during play. Keep 
your breath and thought for your work. 

Don't " slug." It isn't good football. Keep your 
head and your temper. 

Don't offer excuses when criticized by the coaches. 
Listen to what you are told and play accordingly. 

If you miss a tackle don't give up the running. Fol- 
low your man and try to reach him. again. 

Don't wait for the runner to come up to you; go 
down for the runner. 

Get into every tackle in your neighborhood. Don't 
let go until the whistle blows. 

When tackled yourself squeeze the ball and fall 
toward the opponent's goal. 

Be first down the field under kicks. 

Don't lose your nerve no matter how badly things 
are going ; if you do they'll go worse. 

Finally, watch the ball, play hard and fast and grin 
whether you win or lose. 



102 AMERICAN FOOTBALL 



VOCABULARY OF FOOTBALL WORDS AND 
PHRASES 

Back Field. — The players behind the rush-line; the immediate 
territory occupied by them. 

Backs. — All players behind the rush-line. 

Blocking. — Obstructing the opponent with the body. 

Blocking Off. — Protecting a runner from attack by interposing 
the body. 

Body Checking. — A form of blocking designed to check the oppo- 
nent temporarily rather than to put him finally out of the 
play. 

Break Through. — To penetrate the opponent's line. 

Bring In. — To return the ball from " touch." 

Center. — The snapper-back or middle man of the rush-line; also 
the spot in the field from which the kick-off is made. 

Center Section. — That portion of the field between the two 
25-yard lines which is marked longitudinally. 

Center Trio. — The center and the two guards. 

Charge. — To rush forward. 

Cock. — To point or cant the ball. 

Corkscrew. — A kind of kick by which the ball is made to re- 
volve with a swaying motion on its short axis during its 
flight. 

Cross-Bar. — The horizontal bar connecting the two uprights of 
the goal. 

Dash. — A short, fast run; spirited play. 

Dead. — Out of play as refers to the ball. The ball is said to 
be dead when an official blows his whistle; when a goal 
has been tried for; when a touch-down, touch-back or safety 
has been made; when a fair catch has been made or when the 
• ball goes out of bounds after a kick before touching a player 
who is on-side. 



VOCABULARY OF FOOTBALL WORDS 103 

Defense. — The science of defending against the attack of the 
opponents. A team is said to be on the defense when the 
opponents have the ball. A method of play designed to resist 
attack. 

Down. — The ball is down when the player having it is unable 
to advance it farther, and the referee declares it " down." 

Drop-Kick. — A kick made by dropping the ball from the hands 
and kicking it the instant it rebounds from the ground. 

End Rusher, End. — The last man on either end of the rush- 
line. 

Fair Catch. — A catch of an opponent's kick or of a punt-out 
in which the catcher signifies his intention not to run with 
the ball. 

Fake. — A trick play in which an attempt is made to advance the 
ball in another way from that for which preparations are 
seemingly made. A Fake Kick is a run made from a forma- 
tion intended to make the opponents believe a kick is in- 
tended. 

Fall on the Ball. — To secure the ball by dropping on it with 
the body. 

Field Kick. — A try-at-goal from a drop-kick or from placement. 

Fifty-five-Yard Line. — The seventh transverse line from each 
goal-line, marking the center of the field longitudinally. 
The line from which the ball is kicked off. 

First Down, Second Down, Third Down, Fourth Down: See 
Doicn. — Terms indicating the number of the attempt to ad- 
vance the ball. If after three successive attempts the ball 
has not been advanced five yards, the fourth down is reached 
and the ball is forfeit to the opponent. 

First Half. — The first period of play. 

Forward Pass. — An unlawful advance of the ball made when a 
player passes the ball to another player of his side between 
him and the opponent's goal. 

Forwards. — Players in the rush-line. 

Foul. — Any violation of a rule. 

Free Kick. — A kick in which the opponent is prohibited from 
interfering. 



104 AMEKICAN FOOTBALL 

Full-Back. — The fourth member of the back field. 

Fumble. — To drop the ball when it is in play. 

Get Down, Get Down the Field. — To go forward toward the 
opponent's goal, especially under a kick. 

Get Through. — To break through the opponent's line in the 
scrimmage. 

Goal. — The uprights and cross-bar in the middle of the goal- 
line; the result of kicking the ball over the cross-bar; the 
territory back of the goal-line. 

Goal-Line. — The line marking either end of the field and upon 
which the goal-posts are erected. 

Geidieon. — The field of play; a term which partly lost its sig- 
nificance with the advent of longitudinal lines. 

Geound Gainee. — Applied to a player who, or a play which, ad- 
vances the ball. 

Guaed. — The player on either side of the center. 

Half-Back, Half. — A member of the back field generally used 
to advance the ball by runs. There are two half-backs, desig- 
nated as Right Half and Left Half. 

Heel. — To mark a fair catch by digging the heel into the ground. 

Held. — Applied to a player or a team when its progress is 
stopped. 

Holding. — Unfair use of the hands in the rush-line. 

In Goal. — Back of the goal-line. 

In Play. — The ball is said to be in play when it may be lawfully 
advanced by the side in possession; opposed to out of play 
and dead. 

Inteeference. — The warding off of an opponent from the runner 
by interposing the body between them; the assistance given 
to the runner by players of his side. 

Inteemission. — A period of ten minutes for rest dividing the 
playing time. 

In Touch. — Out of bounds. 

Kick-Off. — The place-kick from the center of the field which be- 
gins the play at the commencement of each half and after 
each touch-down. 

Kick-Out. — A kick made by a player of the side which has made 
a touch-down. 



VOCABULARY OF FOOTBALL WORDS 105 

Lacing. — The leather string which fastens the cover of the ball. 

Leather. — A term for the ball. 

Line. — The rush-line; any one of the lines dividing the field 
transversely or longitudinally at 5-yard periods. 

Line Breaking. — Advancing the ball through the opponent's 
line. 

Line Bucking. — Advancing against the opponent's line with the 
ball. 

Line Men. — The forwards or rushers. 

Linesman. — An official who marks the distance gained or lost. 

Line Up. — The taking of position by each team before a play; 
a list of the players and their positions. 

Miss. — To fail to make a catch or secure a runner by tackling. 

Offense. — The science of attacking the opponent in order to 
advance the ball. A team is said to be on the offense when 
in possession of the ball. A method of play designed to 
advance the ball. 

Off-Side. — In advance of the ball ; i. e., between the ball and 
the opponent's goal-line. 

On-Side. — Behind the ball ; opposed to off-side. 

Out of Bounds. — The ball is out of bounds when it touches the 
ground on or outside the side line or side line extended, 
or when any part of the player holding it touches such 
ground. 

Pass. — To throw or hand the ball, specifically from the quarter- 
back to the runner. 

Penalty. — A punishment for transgression of the rules inflicted 
by the referee or umpire usually involving the loss of terri- 
tory or of the ball or both. 

Pigskin. — The ball. 

Piling Up. — Falling upon the runner after the referee has blown 
his whistle, which constitutes a foul. 

Place-Kick. — A kick made by kicking the ball while it is on the 
ground, as at the beginning of a period or for a try-at-goal 
from the field. 

Play. — An operation for the purpose of advancing the ball or 
of preventing its advance. 



106 AMEBICAN FOOTBALL 

Points. — The numerical value of scoring plays as expressed in 
the score. 

Punt. — A kick made by dropping the ball from the hands and 
kicking it before it touches the ground. 

Punt-Out. — A kick from behind the goal-line to a player of the 
same side. 

Quabtek-Back, Quarter. — The first member of the back field, 
whose duty it is to take the ball from the center. 

Keferee. — The official whose duty it is to judge of the progress 
of the ball. 

Kun. — An advance by a player carrying the ball. 

Runner. — The player who has the ball during an attack. 

Rushers. — The forwards. 

Rush-Line. — The forward line composed of the center, guards, 
tackles and ends. 

Safety. — A play scoring two points for the opponents. It is 
made when a player touches the ball down behind his goal- 
line, thus relieving the pressure of the attack and acquiring 
the right to take the ball out for a kick. 

Score. — To make points against the opponent; the tally. 

Scrimmage. — A scrimmage occurs when the teams line up and 
the ball is put in play by the center rush. 

Second Half. — The last period of play. 

Series. — A number of plays which succeed each other according 
to predetermined order, usually without signals being called 
after the beginning. 

Side Line. — The line marking either side of the field. 

Signal. — A message conveyed by voice or motions indicating 
what the next play is to be; signals are usually given to 
the team by the quarter-back. 

Slugging. — Specifically striking with the clenched fist; any in- 
tentionally rough playing. 

Snap-Back. — The act of sending the ball back to the quarter- 
back by the center rush. 

Snapper-Back. — The center rush. 

Tackle. — The player occupying the position in the rush-line be- 
tween guard and end; to seize a runner. 



VOCABULAKY OF FOOTBALL WORDS 107 

Tackle Back. — A play in which the tackle is drawn back of the 

line. 
Tandem — An attacking formation wherein the runner is followed 

or preceded by one or more interferers in direct line of his 

body; a play from the above formation. 
Team-Play. — Systematic cooperation of all players, as opposed 

to individual play. 
Time. — A call by the referee stopping the game. 
Time Out. — Time taken out at direction of the referee during 

which the ball is not in play. 
Touch-Back. — A non-scoring play made when a player touches 

the ball down behind his own goal-line, the impetus which 

carried the ball across having been given by an opponent. 
Touch-Down. — A scoring play made by touching the ball down 

behind the opponent's goal-line. A touch-down gives five 

points to the team making it. 
Touch in Goal. — Out of bounds and past the goal-line. 
Trick. — A play designed to deceive the opponent. 
Tripping. — Tackling a runner below the knees. 
Try-at-Goal. — An attempt to kick the ball over the cross-bar 

of the opponent's goal. 
Twenty-five- Yard Line. — The fifth transverse line from the 

goal-line. 
Twister. — Same as Corkscrew. 
Umpire. — The official whose duty it is to judge of the conduct 

of the players. 
Wedge. — A form of grouping for interference for the runner. 



108 AMERICAN FOOTBALL 



FOOTBALL RECORDS 

Games of 1903 
EAST 

Princeton beat Swarthmore 34-0; Georgetown 5-0; Gettys- 
burg 68-0; Brown 29-0; Lehigh 12-0; Carlisle 11-0; Bucknell 
17-0; Dartmouth 17-0; Cornell 44-0; Lafayette 11-0; Yale 11-6. 

Yale beat Wesleyan 33-0 ; Holy Cross 36-10 ; Penn State 
27-0; West Point 17-5; Columbia 25-0; Syracuse 30-0; Harvard 
16-0; lost to Princeton 6-11. 

Harvard beat Williams 17-0; Maine 6-0; Wesleyan 17-6; 
West Point 5-0; Brown 29-0; Carlisle 12-11; Pennsylvania 
17-10; lost to Amherst 0-5; Dartmouth 0-11; Yale 0-16. 

Pennsylvania beat Lehigh 16-0; Penn State 39-0; Brown 
30-0; Bucknell 47-6; Cornell 42-0; lost to Columbia 6-18; Har- 
vard 10-17; Carlisle 6-16. 

Columbia beat Wesleyan 10-0; Williams 5-0; Swarthmore 
5-0; Amherst 12-0; Pennsylvania 18-6; Cornell 17-12; lost to 
Yale 0-25. 

Cornell beat Hobart 12-0; Rochester 11-0; Colgate 12-0; 
Bucknell 6-0; tied Lehigh 0-0; lost to Princeton 0-44; Columbia 
12-17; Pennsylvania 0-42. 

Dartmouth 'beat Holy Cross 18-0; Vermont 36-0; Union 
34-0; Williams 17-0; Wesleyan 34-6; Amherst 18-0; Harvard 
11-0; Brown 62-0. 

Carlisle beat Gettysburg 46-0; Swarthmore 12-5; Bucknell 
12-0; Georgetown 28-6; Pennsylvania 16-6; Northwestern 28-0; 
tied Virginia 6-6 ; lost to Princeton 0-1 1 ; Harvard 1 1-12. 

West Point beat Dickinson 12-0; Chicago 10-6; Annapolis 
40-5; tied Colgate 0-0; lost to Harvard 0-5; Yale 5-17. 

Annapolis beat Virginia 6-5; Dickinson 5-0; lost to Lafay- 
ette 5-6; Penn State 0-17; Bucknell 5-23; Virginia M. I., 0-11; 
West Point 5-40. 



FOOTBALL RECORDS 109 

Lafayette beat Gettysburg 11-0; Annapolis 6-5; New York 
8-6; lost to Princeton 0-11; Lehigh 6-12; Dickinson 0-30. 

Brown beat Colby 23-0; Wesleyan 11-0; Williams 22-0; 
Vermont 24-0; Syracuse 12-5; lost to Princeton 0-29; Pennsyl- 
vania 0-36; Harvard 0-29; Dartmouth 0-62. 

Amherst beat Colby 23-0; Harvard 5-0; Union 16-0; lost to 
Columbia 0-12; Holy Cross 0-36; Dartmouth 0-18. 

Lehigh beat Dickinson 17-0; Lafayette 12-6; Georgetown 
12-6; tied Cornell 0-0; lost to Princeton 0-12. 

Rochester beat Buffalo 47-0; Union 17-6; Hobart 16-5. 
Hamilton beat Hobart 16-0; lost to Colgate 5-23. Colgate beat 
Syracuse 10-5; Hamilton 16-0; Rochester 23-5; lost to Williams 
0-6; Cornell 0-12. Wesleyan tied Williams 5-5; lost to Dart- 
mouth 6-34. Maine beat Colby 6-5; New Hampshire 27-0; Bow- 
doin 16-0; lost to Holy Cross 0-5. Holy Cross lost to Dart- 
mouth 0-18. Dickinson beat Penn State 6-0; Baltimore Medical 
12-0; Lafayette 30-0; lost to West Point 0-12; Annapolis 0-5; 
Lehigh 0-17. Penn State beat Washington and Jefferson 23-0; 
lost to Dickinson 0-6. 

WEST 

Michigan beat Drake 47-0; Case 31-0; Beloit 79-0; Indiana 
51-0; Ohio State 36-0; Wisconsin 16-0; Oberlin 42-0; Chicago 
28-0 ; tied Minnesota 6-6. 

Minnesota beat Iowa 75-0; Beloit 46-0; Grinnell 40-0; Illi- 
nois 32-0; Wisconsin 17-0; tied Michigan 6-6. 

Chicago beat Illinois 18-6; Indiana 34-0; Purdue 22-0; Wis- 
consin 15-6; Haskell Indians 17-11; tied Northwestern 0-0; lost 
to Michigan 0-28. 

Wisconsin beat Beloit 87-0; Knox 54-6; Oshkosh 53-0; tied 
Northwestern 6-6; lost to Michigan 0-16; Minnesota 0-17; Chi- 
cago 6-15. 

Notre Dame beat De Pauw 56-0; tied Northwestern 0-0. 
Northwestern beat Cincinnati 35-0; Illinois 12-11. Illinois 
beat Knox 17-0; Purdue 24-0. Purdue beat Beloit 17-0. Iowa 
beat Illinois 12-0; Drake 22-0; Washington (St. Louis) 12-2; 
Missouri 6-0; Grinnell 17-0. Nebraska beat Iowa 17-6; Haskell 



110 AMERICAN FOOTBALL 

Indians 5-0; Denver 10-0; South Dakota 23-0; Colorado 31-0; 
Knox 33-5; Kansas 6-0; Illinois 16-0. Washburn beat Kansas 
5-0. Kansas beat Missouri 5-0. Washington beat Cincinnati 
23-11; tied Missouri 0-0. Haskell Indians beat Kansas 12-6; 
Missouri 12-0. Indiana beat Ohio 17-16. Ohio beat Oberlin 
27-9; Kenyon 59-0. Kenyon beat Cinicinnati 18-0. Oberlin 
beat Western Reserve 63-0. Purdue beat Oberlin 18-2. Drake 
beat Grinnell 32-0. 

PACIFIC COAST 

California tied Leland Stanford 6-6. Washington beat Ore- 
gon 6-5; Nevada 2-0; Idaho 5-0. 

SOUTH 

Vanderbilt beat Mississippi 35-0; Georgia 35-0; Sewanee 
10-5. Clemson beat Georgia Technical 73-0; tied Cumberland 
11-11. Alabama beat Tennessee 24-0. Tennessee beat Nash- 
ville 10-0; Georgia Technical 10-0. Auburn beat Georgia Tech- 
nical 10-0. 

Seavanee beat Tennessee 17-0. Kentucky beat Miami 47-0. 
Mississippi beat Louisiana 11-0. Tulane beat Richmond 18-5. 
Texas beat A. & M. Texas 29-6. Georgia beat Georgia Technical 
33-0; Tennessee 5-0; Auburn 22-13. South Carolina beat 
Georgia 17-0; Georgia Technical 16-0; lost to North Carolina 
0-17. Virginia beat Kentucky 6-0; St. John's 48-6; tied Car- 
lisle 6-6. North Carolina beat South Carolina 17-0; Virginia 
Military Institute 28-6; Clemson 11-6; Virginia 16-0; lost to 
Virginia Polytechnical 0-21. Virginia Polytechnical beat 
North Carolina 21-0. Georgetown beat North Carolina 33-0; 
lost to Carlisle 6-28. 

PREPARATORY SCHOOLS 

Dean beat Groton 11-0. Worcester beat St. Mark's 17-0. 
St. Paul beat Lawrenceville 6-0. Andover beat New Hamp- 
shire 27-0; Williston 24-0; Tufts 15-15; Harvard Freshmen 
43-0; Yale Freshmen 23-0; Lawrenceville 23-0; lost to Exeter 
11-14. Exeter beat Bowdoin 18-0; Andover 14-11. 



FOOTBALL KECOKDS 



111 



RANKING OF PRINCIPAL COLLEGE ELEVENS FOR 1903 
( Caspar Whitney in Outing) 



1 Princeton 


12 Dickinson 


23 Exete,r 


2 Dartmouth 


13 Penn State 


24 Andover 


3 Yale 


14 Lafayette 


25 Northwestern 


4 Minnesota 


15 Wisconsin 


26 Iowa 


5 Michigan 


16 Annapolis 


27 Notre Dame 


6 Harvard 


17 Haskell 


28 Vanderbilt 


7 Carlisle 


18 Cornell 


29 Missouri 


8 West Point 


19 Amherst 


30 Texas 


9 Columbia 


20 Brown 


31 Colorado 


10 Pennsylvania 


21 Wesleyan 




11 Lehigh 


22 Kansas 





ALL- AMERICA ELEVEN FOR 1903 
(Caspar Whitney in Outing) 

Mitchell (Yale) full-back 

Kafer (Princeton) and Heston (Michigan) half-backs 

Witham (Dartmouth) quarter and captain 

Rafferty (Yale) and Henry (Princeton) ends 

Schacht (Minnesota) and Knowlton (Harvard) tackles 

De Witt ( Princeton ) and Bloomer ( Yale ) guards 

Hooper (Dartmouth) center 



Substitutes 

Prince (West Point) full-back 

Farnsworth (West Point) and Vaughan (Dartmouth) 

half-backs 

Johnson (Carlisle) quarter 

Shevlin (Yale) and Bowditch (Harvard) ends 

Turner (Dartmouth) and Maddock (Michigan) tackles 

A. Marshall (Harvard) and Gilman (Dartmouth) guards 

Short (Princeton) center 



112 AMERICAN FOOTBALL 



CHAMPIONSHIP GAMES FROM 1876 TO DATE 

HARVARD — YALE 

1876 — Yale, 1 goal; Harvard, 2 touch-downs. 

1877 — No game. 

1878— Yale, 1 goal; Harvard, 0. 

1879 — Yale, 2 safeties; Harvard, 4 safeties. (Tie game.) 

1880 — Yale, 1 goal, 1 touchdown; Harvard, 0. 

1881 — Yale, safeties; Harvard, 4 safeties. 

1882 — Yale, 1 goal, 3 touch-downs; Harvard, 2 safeties. 

1883 — Yale, 4 goals; Harvard, 1 touch-down, 1 safety. 

1884 — Yale, 6 goals, 4 touch-downs; Harvard, 0. 

1885 — No game. 

1886 — Yale, 5 goals; Harvard, 1 touch-down. 

1887 — Yale, 3 goals, 1 safety; Harvard, 1 goal. 

1888— No game. 

1889— Yale, 1 goal; Harvard, 0. 

1890 — Harvard, 2 goals; Yale, 1 goal. 

1891 — Yale, 1 goal, 1 touch-down; Harvard, 0. 

1892— Yale, 1 goal; Harvard, 0. 

1893 — Yale, 1 goal; Harvard, 0. 

1894— Yale, 12; Harvard, 4. 

1895 — No game. 

1896— No game. 

1897— Yale, 0; Harvard, 0. 

1898— Harvard, 17; Yale, 0. 

1899— Yale, 0; Harvard, 0. 

1900— Yale, 0; Harvard, 0. 

1901— Harvard, 22; Yale, 0. 

1902— Yale, 23; Harvard, 0. 

1903— Yale, 16; Harvard, 0. 

PRINCETON — YALE 

1876 — Yale, 2 goals; Princeton, 0. 

1877 — Yale, 2 touch-downs; Princeton, 0. 



FOOTBALL EECOEDS 113 

1878 — Princeton, 1 goal; Yale, 0. 

1879 — Yale, 2 safeties; Princeton, 5 safeties. 

1880 — Yale, 5 safeties; Princeton, 11 safeties. 

1881— Yale, 0; Princeton, 0. 

1882 — Yale, 2 goals, 1 safety; Princeton, 1 goal, 1 safety. 

1883 — Yale, 1 goal; Princeton, 0. 

*1884 — Yale, 1 goal; Princeton, 1 touch-down. 

1885 — Princeton, 1 goal from touch-doAvn; Yale, 1 goal from field. 

*1886 — Yale, 1 touch-down; Princeton, 0. 

1887 — Yale, 2 goals; Princeton, 0. 

1888— Yale, 2 goals; Princeton, 0. 

1889 — Princeton, 1 goal, 1 touch-down; Yale, 0. 

1890— Yale, 32 points; Princeton, 0. 

1891 — Yale, 2 goals, 2 touch-downs; Princeton, 0. 

1892— Yale, 2 goals; Princeton, 0. 

1893— Princeton, 1 goal; Yale, 0. 

1894— Yale, 24; Princeton, 0. 

1895— Yale, 20; Princeton, 10. 

1896— Princeton, 24; Yale, 6. 

1897— Yale, 6; Princeton, 0. 

1898— Princeton, 6; Yale, 0. 

1899— Princeton, 11; Yale, 10. 

1900— Yale, 29; Princeton, 5. 

1901— Yale, 12; Princeton, 0. 

1902— Yale, 12; Princeton, .5. 

1903— Princeton, 11; Yale, 6. 

HARVARD — PENN STLVANIA 

1883 — Harvard, 4; Pennsylvania, 0. 
1884 — Pennsylvania, 4; Harvard, 0. 
1885 — No game. 

1886 — Harvard, 28; Pennsylvania, 0. 
1887 — Harvard, 42; Pennsylvania, 0. 
1888 — Harvard, 28; Pennsylvania, 0. 
1889 — Harvard, 39; Pennsylvania, 0. 
1893 — Harvard, 26; Pennsylvania, 4. 

* Game unfinished. 



114 AMEKICAN FOOTBALL 

1894 — Pennsylvania, 18 ; Harvard, 4. 
1895 — Pennsylvania, 17; Harvard, 14. 
1896 — Pennsylvania, 8; Harvard, 6. 
1897 — Pennsylvania, 15; Harvard, 6. 
1898 — Harvard, 10; Pennsylvania, 0. 
1899 — Harvard, 16; Pennsylvania, 0. 
1900 — Harvard, 17 ; Pennsylvania, 5. 
1901 — Harvard, 33; Pennsylvania, 6. 
1902 — Harvard, 11; Pennsylvania, 0. 
1903 — Harvard, 17; Pennsylvania, 0. 

WEST POINT — ANNAPOLIS 

1890— Annapolis, 24; West Point, 0. 
1891— West Point, 32; Annapolis, 16. 
1892— Annapolis, 12; West Point, 4. 
1893— Annapolis, 6; West Point, 4. 
1894 — 1898, inclusive, no game. 
1899 — West Point, 17; Annapolis, 5. 
1900— Annapolis, 11; West Point, 7. 
1901 — West Point, 11; Annapolis 5. 
1902 — West Point, 22; Annapolis, 5. 
1903 — West Point, 40; Annapolis, 5. 



ADDITIONAL RECORDS 



FOOTBALL RULES 117 



FOOTBALL RULES 

(By permission of the American Sports Publishing Company, owner of the copyright) 

EQUIPMENT, OFFICIALS, ETC. 
Rule 1 

(a) The game shall be played upon a rectangular field, 330 
feet in length and 160 feet in width, enclosed by heavy white 
lines marked in lime upon the ground. The lines at the two 
ends shall be termed goal-lines. The side lines shall extend be- 
yond their points of intersection with the goal-line. The goal 
shall be placed in the middle of each goal-line, and shall consist 
of two upright posts exceeding 20 feet in height and placed 18 
feet 6 inches apart, with horizontal cross-bar 10 feet from the 
ground. 

(6) The game shall be played by two teams of eleven men 
each. 

(c) The officials of the game shall be a referee, an umpire and 
a linesman. 

NOTE — The duties of each official are stated in Rule 29. 

(d) The football used shall be of leather, enclosing an in- 
flated rubber bladder. The ball shall have the shape of a prolate 
spheroid. 

NOTE — It is desirable to have two stop-ivatches and two 
whistles for the officials. It is also desirable to have the field 
marked off xcith white lines every five yards, parallel to the 
goal-line, for measuring the five yards to be gained in three 
dozens, and to provide two light poles about six feet in length 
and connected at the lower ends by a stout cord or chain exactly 
five yards long. In addition to this the middle section of the 
field, that is, the ground between the two twenty-five-yard lines, 
should be marked off with white lines five yards apart, parallel 
to side lines, in order to assist the officials in judging whether 



118 AMEKICAN FOOTBALL 

the first man who receives the ball crosses the scrimmage line a 
sufficient distance from where the ball teas put in play. 

In measuring, the fonoard point of the ball, not its center, 
shall be taken as the determining point. 

DEFINITION OF TERMS 

Rule 2 
methods of kicking the ball 

(a) A Drop-kick is made by letting the ball drop from the 
hands and kicking it the instant it rises from the ground. 

(b) A Place-kick is made by kicking the ball after it has 
been placed on the ground. 

(c) A Punt is made by letting the ball drop from the hands 
and kicking it before it touches the ground. 

(d) A Kick-off is a place-kick from the center of the field of 
play, and can not score a goal. (Rule 8.) 

(e) A Kick-out is a drop-kick, place-kick or punt made by a 
player of the side which has made a safety or a touch-back. 

( f ) A Free Kick is a term used to designate any kick when the 
opponents are restrained by rule from advancing beyond a certain 
point before the ball is put in play. 

NOTE — Under a Free Kick are included Kick-Off (Rule 2, d) , 
Kick-Out (Rule 2, e) , Punt-Out (Rules 5 and 25); Kick from 
a Fair Catch (Rule 7), and Place-Kick for Goal after a touch- 
down (Rules 4 (a) and 25). Any player of the side having the 
Free Kick may put the ball in play. 

Rule 3 
out of bounds 

(a) The ball is Out of Bounds when it touches the ground on 
or outside the side line or side line extended, or when any part 
of the player who holds the ball touches the ground on or out- 
side the side line or side line extended. 

(b) If the ball is kicked so that it goes out of bounds before 
crossing the opponents' goal-line, it shall belong to the opponents 



FOOTBALL BITLES 119 

at the point where it crossed the side line. If, however, it strikes 
any player who is on side and then goes out of bounds, it shall 
belong to the player who first obtains possession of it. 



Rule 4 
touch-down, touch-back and safety 

(a) A Touch-down is made when the ball in possession of a 
player is declared dead by the Referee, any part of it being on, 
over or behind the opponents' goal-line. 

( b ) The point where the touch-down is marked, however, is not 
where the ball is carried across the line but where the ball is 
fairly held or called " down." 

NOTE — If the ball is earned across the extension of the side 
line it is at once dead, and the touch-down is marked at the point 
where the side-line crosses the goal-line. 

(c) A Touch-bach is made when the ball in possession of a 
player guarding his own goal is declared dead by the referee, any 
part of it being on, over or behind the goal-line, provided the 
impetus which sent it to or across the line was given by an oppo- 
nent. 

(d) A Safety is made when the ball in the possession of a 
player guarding his own goal is declared dead by the referee, any 
part of it being on, over or behind the goal-line, provided the 
impetus which caused it to pass from outside the goal to or 
behind the goal-line was given by the side defending the goal. 
Such impetus could come : ( 1 ) from a kick, pass, snap-back or 
fumble; (2) from a kick which bounded back from an opponent; 
( 3 ) in case a player carrying the ball is forced back, provided the 
ball was not declared dead by the referee before the line was 
reached or crossed. 

A safety is also made when a player of the side in possession 
of the ball commits a foul which would give the ball to the 
opponents behind the offender's goal-line; also when the ball, 
kicked by a man behind his goal-line, crosses the side line ex- 
tended behind the goal-line. 



120 AMERICAN FOOTBALL 

Rule 5 

PUNT-OUT 

A Punt-out is a punt made by a player of the side which has 
made a touch-down to another of his own side for a fair catch. 
(Rule 7.) 

Rule 6 

scrimmage 

(a) A Scrimmage takes place when the holder of the ball 
places it upon the ground and puts it in play by kicking it for- 
ward or snapping it back. The scrimmage does not end until the 
ball is again declared dead. 

The ball is always put in play from a scrimmage, except in 
cases where other specific provision is made by the rules. 

NOTE — Snapping the ball means putting it back by means of 
hand or foot ivith one quick or continuous motion from its posi- 
tion on the ground. 

(b) If, after the snapper-back has taken his position, he 
should voluntarily move the ball as if to snap it, whether he 
withholds it altogether or only momentarily, the ball is in play, 
and the scrimmage has begun. 

(c) When snapping the ball back, the player so doing must 
be on side, the hand or foot used in snapping the ball excepted. 
(Rule 10.) 

Rule 7 

fair catch 

(a) A Fair Catch consists in catching the ball after it has 
been kicked by one of the opponents and before it touches the 
ground, or in similarly catching a punt-out by another of the 
catcher's own side, provided the player, while making the catch, 
makes a mark with his heel and takes not more than one step 
thereafter. It is not a fair catch if the ball after the kick was 
touched by another of his side before the catch. Opponents who 
are off-side shall not interfere in any way with a player who has 



FOOTBALL EXILES 121 

an opportunity to make a fair catch, nor shall he be thrown to 
the ground after such catch is made unless he has advanced be- 
yond his mark. 

( b ) If a side obtains a fair catch, the ball must be put in 
play by a punt, drop-kick or place-kick, and the opponents can not 
come within ten yards of the line on which the fair catch was 
made; the ball must be kicked from some point directly behind 
the spot where the catch was made, on a line parallel to the side 
line. 

Rule 8 



A Goal is made by kicking the ball in any way, except by a 
punt from the field of play over the cross-bar of the opponents' 
goal, or as provided in rules for conversion of touch-down. If 
the ball passes directly over one of the uprights it counts a goal. 

NOTE — // the ball, after being kicked, strikes an opponent 
and then passes over the cross-bar, it still counts a goal. 

Rule 9 

ciiakgisig 

Charging is rushing forward to seize or block the ball or to 
tackle a player. 

Rule 10 



(a) In a scrimmage no part of any player shall be ahead of 
the ball when it is put in play. [Exception under Rule 6 (c).] 

NOTE — Ahead of the ball means betieeen the opponents' goal 
and a line parallel to the goal-line and passing through the point 
of the ball nearest to the goal-line of the side not in possession. 

(b) A player is put off-side if the ball in play has last been 
touched by one of his own side behind him. No player, when off- 
side, shall touch the ball except on a fumble or a muff, nor shall 
he interrupt or obstruct an opponent with his hands or arms until 



122 AMEKICAN FOOTBALL 

again on-side. No player can, however, be called off-side behind 
his own goal-line. 

NOTE — If a player is ahead of the hall when it is kicked by 
another of his side, he is off-side, and he shall not allow the ball 
to touch him until again on-side. Should he break this rule, the 
ball goes to opponents on the spot, except as specified in (d) of 
this rule. 

(c) A player being off-side is put on-side when the ball has 
touched an opponent, or when one of his own side has run in 
front of him, either with the ball, or having been the last player 
to touch it when behind him. 

The man who, standing back of his own line of scrimmage, 
receives the ball from one of his own side and then kicks it be- 
yond the line of scrimmage, may not put other men on-side by 
running ahead of them, nor may he himself get the ball until 
after it has touched a player of the opposing side. 

EXPLANATION— The Rules Committee desires to state that 
the reason for this prohibition is in order that there may be no 
excuse whatever for running into the full-back after he has kicked 
the ball. The above rule renders it impossible for him either to 
put men on-side or himself get the ball, and this takes away all 
excuse for roughness of this nature, and the Committee expects 
officials to severely punish any such unnecessary roughness. 

{d) If the ball, when not in possession of either side, is 
touched when inside the opponents' ten-yard line by a player 
who is off-side, it shall go as a touch-back to the defenders of 
that goal. 

Rule 11 

ball is dead 
The ball is Dead: 

(a) Whenever the referee, umpire or linesman blows his whis- 
tle or declares a down. 

(b) When the referee has declared that a down, touch-down, 
touch-back, safety or goal has been made. 

(o) When a fair catch has been heeled. 

{d) When it has been downed after going out of bounds. 



FOOTBALL RULES 123 

(e) When the ball goes out of bounds after a kick before 
touching a player who is on-side. 

NOTE — (a) Should the ball strike an official it is not re- 
garded as dead, out play continues exactly as if the ball had not 
touched him. 

(b) No play can be made when the ball is dead, except to put 
it in play according to rule. 

Rule 12 
length of game 

(a) The length of the game shall be seventy minutes, divided 
into two halves of thirty-five minutes each, exclusive of time 
taken out. There shall be ten minutes intermission between the 
two halves. 

NOTE — The game may be of shorter duration by mutual 
agreement between the captains of the contesting teams. 

~\Yhenever the commencement of a game is so late that, in the 
opinion of the referee, there is any likelihood of the game being 
interfered ivith by darkness, he shall, before play begins, arbi- 
trarily shorten the two halves to such length as shall insure two 
equal halves being completed, and shall notify both captains of 
the exact time thus set. Either side refusing to abide by the 
opinion of the referee on this point shall forfeit the game. 

( b ) The game shall be decided by the final score at the end 
of the two halves. 

(c) Time shall not be called for the end of a half until the 
ball is dead, and in case of a touch-down, the try-at-goal shall be 
allowed. 

(d) Time shall be taken out whenever the game is unnec- 
essarily delayed or while the ball is being brought out for a 
try-at-goal, kick-out or kick-off, or when play is for any reason 
suspended by the referee, umpire or linesman. Time shall begin 
again when the ball is actually put in play. 

NOTE — Time is not to be taken out when the ball goes out 
of bounds except in case of unreasonable delay in returning the 
ball to play. 



124 AMERICAN FOOTBALL 

(e) No delay arising from any cause whatsoever shall con- 
tinue more than two minutes. Any delay thereafter shall be 
penalized under Rule 27 (e) and Rule 28 (C). 

Rule 13 



(a) The captains of the opposing teams shall toss up a coin 
before the beginning of a game, and the winner of the toss shall 
have his choice of goal or kick-off. The ball shall be kicked 
off at the beginning of each half, the kick-off at the beginning of 
the second half being made by the side that did not first kick off 
at the beginning of the game. The teams shall change goals after 
every try-at-goal following a touch-down, and after every goal 
from the field, and the side just scored upon shall have the option 
of kicking off or of having their opponents kick off. At the 
begining of the second half the teams shall take opposite goals 
from those assumed at the beginning of the first half. 

(6.) At kick-off, if the ball goes out of bounds before it is 
touched by an opponent, it shall be brought back and kicked off 
again. If it is kicked out of bounds a second time it shall go 
as a kick-off to the opponents. If either side thus forfeits the 
ball twice, it shall go to the opponents, who shall put it in play 
by a scrimmage at the center of the field. 

(c) At kick-off, if the ball is kicked across the goal-line and 
is there declared dead when in the possession of one of the side 
defending the goal, it is a touch-back. If the ball is not de- 
clared dead, the side defending the goal may run with it or kick 
it exactly as if it had not crossed the goal-line. If it is declared 
dead thus in possession of the attacking side, it is a touch-down. 

(d) At kick-off and on a punt or drop-kick from a fair catch, 
the opposite side must stand at least ten yards in front of the 
ball until it is kicked. On a kick-out, the opposite side can not 
stand nearer the goal than the twenty-five-yard line, except on a 
kick-out made after a drop-kick upon a first down inside the 
twenty-five yard line, when the ten-yard line is the restraining 
mark. [See Rule 23, exception.] 



FOOTBALL KULES 125 

Rule 14 
fkee kick 

{a) The side which has a free kick must be behind the ball 
when it is kicked. 

NOTE — Otherwise the kick must he made again under condi- 
tions laid down in Penalties — E. 

(b) In the case of a kick-off, kick-out, kick from a fair catch 
or kick after touching the ball in at side-line (Rule 22, a), the 
ball must be kicked a distance of at least ten yards toward the 
opponents' goal from the line restraining the player making the 
kick, unless it is stopped by an opponent; otherwise the ball is 
not in play. 

Rule 15 
lawful charging 

(a) Charging is lawful, in case of a punt-out or kick-off, as 
soon as the ball is kicked; and the opponents must not charge 
until the ball is kicked. 

( b ) In case of any other free kick, charging is lawful : ( 1 ) 
When the player of the side having the free kick advances beyond 
his restraining line or mark with the ball in his possession; (2) 
when he has allowed the ball to touch the ground by accident 
or otherwise. 

(c) If such lawful charging takes place, and if the side hav- 
ing the free kick fails to kick the ball, then the opponents may 
line up five yards ahead of the line which restrained them before 
charging. In that case, the side having the free kick must kick 
the ball from some point directly behind its mark, if the free kick 
resulted from a fair catch, and in other cases from behind the 
new restraining line. 

EXCEPTION — If, in case of a try-at-goal, after a touch- 
down, the ball is not kicked, after having been allowed to touch 
the ground once, no second attempt shall be permitted, and the 
ball shall be kicked off at the center of the field. {Rule 13.) 



126 AMEKICAN FOOTBALL 

Rule 16 
no interference with snapper-back 

(a) The snapper-back is entitled to full and undisturbed pos- 
session of the ball. The opponents must neither interfere with 
the snapper-back nor touch the ball until it is actually put in 
play. 

( b ) In snapping the ball back, if the player so doing is off- 
side, the ball must be snapped again, and if this occurs once 
more on the same down, the opponents shall receive five yards, 
the number of the down and the point to be gained remaining 
unchanged. If the player is off-side for the third time on the 
same scrimmage the ball shall go to the opponents. 

(c) The man who snaps back and the man opposite him in 
the scrimmage may not afterward touch the ball until it has 
touched some player other than these two. If this rule is broken 
the ball goes to the opponents on the spot of the foul. 

(d) If the man who puts the ball in play in a scrimmage 
kicks it forward, no player of his side can touch it until it has 
gone ten yards into the opponents' territory, unless it be touched 
by an opponent. If this rule is broken the ball goes to the oppo- 
nents on the spot of the foul. 

(e) The man who first receives the ball when it is snapped 
back shall not (save as provided in Rule 18, c) carry the ball 
forward beyond the line of scrimmage unless he has regained it 
after it has been passed to and has touched another player. 

Rule 17 

use of hands and arms 

(a) Before the ball is put in play no player shall lay his 
hands upon, or, by the use of his hands or arms, interfere with 
an opponent in such a way as to delay putting the ball in play. 
Any such interference shall be regarded as delay of game. (Rule 
28, C.) 

(6) After the ball is put in play, the players of the side 
that has possession of the ball may obstruct the opponents with 



FOOTBALL KULES 127 

the body only, except the player running with the ball, who may 
use his hands and arms. 

(c) The players of the side not having the ball may use their 
hands and arms, but only to get their opponents out of the way 
in order to reach the ball or stop the player carrying it. 

Rule 18 

movement allowed before ball is put in play 

(a) Before the ball is put in play in a scrimmage, if any 
player of the side which has the ball takes more than one step 
in any direction, he must come to a full stop before the ball is 
put in play. 

EXCEPTION — One man of the side having the ball may be 
in motion toward his goal without coming to a stop before the 
ball is put in play. 

When the ball is put in play in a scrimmage at any point of 
the central section of the field, that is, the portion bounded by 
the two twenty-five-yard lines and the two side lines — 

(o) At least seven players of the side having the ball must 
be on the line of scrimmage. 

(c) The player who first receives the ball when the scrim- 
mage is within the above-mentioned territory, may carry it for- 
ward beyond the line of scrimmage, provided in so doing he 
crosses such line at least five yards from the point where the 
snapper-back put the ball in play. 

When the ball is put in play by a scrimmage at any point on 
or between one of these twenty-five-yard lines and the nearest 
goal-line — 

(d) At least five players of the side having the ball must 
be on the line of scrimmage. 

(e) If five players, not including the quarter-back, are behind 
the line of scrimmage, they must occupy one of the three follow- 
ing positions, viz. : ( 1 ) All five of such players may be inside 
the positions occupied by the players at the ends of the line of 
scrimmage, in which case two of these players must be at least 
five yards back of this line; or (2) if one of the said five play- 



128 AMERICAN FOOTBALL 

ers be outside of the position occupied by the player at the end 
of said line, then only one other of these five players must be at 
least five yards back of this line ; but ( 3 ) all five of these players 
may be nearer than five yards to the line of scrimmage, provided 
two of them be outside the positions occupied by the players at 
the ends of said line. In this rule " outside " means both feet 
outside the outside foot of the player at the end of the line. 

Rule 19 
thbowing, passing ob batting the ball 

A player may throw, pass or bat the ball in any direction 
except toward his opponents' goal. 

Rule 20 

A DOWN 

(a) If a player having the ball is tackled, and the movement 
of the ball stopped, or if the player cries " down," the referee 
shall blow his whistle, and the side holding the ball shall put it 
down for a scrimmage. 

(b) As soon as a runner attempting to go through is tackled 
and goes down, being held by an opponent, or whenever a runner 
having the ball in his possession cries " down," or if he goes out 
of bounds, the referee shall blow his whistle and the ball shall be 
considered down at that spot. 

(c) There shall be no piling up on the player after the ref- 
eree has declared the ball dead. 

Rule 21 
necessaby gain ob loss in thbee downs 

(a) If, in three consecutive downs (unless the ball crosses 
the goal-line ) , a team has neither advanced the ball five yards, 
nor taken it back twenty yards, it shall go to the opponents on 
the spot of the fourth down. 

NOTE — " Consecutive " means without going out of possession 
of the side holding it, except that — (1) having advanced the ball 
beyond the point necessary for the first down or the ball having 



FOOTBALL KULES 129 

actually passed into possession of the other side and then been 
fumbled and lost by them before having been declared dead by 
the referee; or, (2) by having kicked the ball they have given 
their opponents fair and equal chance of gaining possession of it. 
No kick, however, provided it is not stopped by an opponent, is 
regarded as giving the opponents fair and equal chance of posses- 
sion unless the ball goes beyond the line of scrimmage. 

EXCEPTION — A team may not retain possession of the ball 
by taking it back twenty yards a second time unless the ball in 
the meantime has been in the possession of the opponents. 

(b) When a distance penalty is given, the ensuing down shall 
be counted the first down, unless this should result to the advan- 
tage of the offending side, when the down and the point, or in 
some cases (Penalties K and L) the distance to be gained for 
first down, shall remain the same. 

Rule 22 
putting ball in play from out of bounds 

If the ball goes out of bounds, whether it bounds back or not, 
a player of the side which secures it must bring" it to the spot 
where the line was crossed, and there either: 

(a) Touch it in with both hands at right angles to the side 
line and then kick it at least ten yards toward his opponents' 
goal; — [Neither side need be on-side when the ball is thus put 
in play.] — or 

(6) Walk out with it at right angles to the side line, any dis- 
tance not less than five nor more than fifteen yards, and . there 
put it down for a scrimmage, first declaring how far he intends 
walking. 

Rule 23 

kick-out after safety ob touch-back 

A side which has made a touch-back or a safety must kick 
out, from not more than twenty-five yards outside the kicker's 
goal. If the ball goes out of bounds before striking a player, it 
must be kicked out again, and if this occurs twice in successsion, 



130 AMERICAN FOOTBALL 

it shall be given to the opponents as out of bounds on the 
twenty-five-yard line on the side where it went out. At kick-out 
the opponents must be on the tweny-five-yard line or nearer their 
own goal, and the kicker's side must be behind the ball when it is 
kicked. Should a second touch-back occur before four downs 
have been played, the side defending the goal may have the 
choice of a down at the twenty-five-yard line, or a kick-out. 

EXCEPTION — Whenever a side has tried a drop-kick at the 
goal upon a first down inside the twenty-five-yard line and the 
result has been a touch-back, the ten-yard instead of the twenty- 
five-yard line shall determine the position of the opponents, and 
the kicker's side must be behind the ball when it is kicked. 

Rule 24 
try-at-goal after touch-down 

{a) A side which has made a touch-down must try-at-goal 
by a place-kick direct or by a place-kick preceded by a punt-out 
if they so desire. 

(6) After the try-at-goal, whether the goal be made or missed, 
the ball shall be kicked off at the center of the field, as provided in 
Rule 13. 

Rule 25 
try-at-goal by place-kick 

(a) If the try be by a place-kick, a player on the side which 
has made the touch-down shall hold the ball for another of his 
side to kick at some point outside the goal on a line parallel to 
the side line passing through the point where the touch-down was 
declared. The opponents must remain behind their goal-line until 
the ball has been placed upon the ground. The referee shall sig- 
nal with his hand when the ball is placed on the ground. 

(b) If the try-at-goal is to be preceded by a punt-out, the 
punter shall kick the ball from the point at which the line par- 
allel to the side line, and passing through the spot of the touch- 
down, intersects the goal-line. The players of his side must stand 
in the field of play not less than five yards from the goal-line. 



FOOTBALL KTTLES 131 

The opponents may line up anywhere on the goal-line except 
within the space of ten feet on each side of the punter's mark, 
but they can not interfere with the punter. If a fair catch be 
made from a punt-out, the mark shall serve to determine the 
positions as the mark of any fair catch, and the try-at-goal shall 
then be made by a place-kick from this spot, or any point directly 
behind it. If a fair catch be not made on the first attempt the 
ball shall go as a kick-off at the center of the field to the defend- 
ers of the goal. 

NOTE — Since the defending team is on-side, they may, of 
course, charge as soon as the tall is kicked and try to get the 
ball or interfere u'ith the catch. 

(c) The holder of the ball and no other player in any place- 
kick may be off-side or out of bounds without vitiating the kick. 

Rule 26 

SCORING 

The following shall be the values of plays in scoring: Goal 
obtained by touch-down, 6 points; goal from field kick, 5 points; 
touch-down failing goal, 5 points; safety by opponents, 2 points. 

NOTE — The 6 points is inclusive of the 5 points for touch- 
down; that is, kicking the goal adds but 1 point. 

Rule 27 
no metallic substances may be woen 

(a) No one having projecting nails or iron plates on his shoes 
or any projecting metallic or hard substance on his person shall 
be allowed to play in a match. If head protectors are worn, no 
sole leather, papier mache, or other hard or unyielding material 
shall be used in their construction, and all other devices for pro- 
tectors must be so arranged and padded as, in the judgment of 
the umpire, to be without danger to other players. Leather cleats 
upon the shoes shall be allowed as heretofore. 



132 AMEKICAN FOOTBALL 

SUBSTITUTES 

(b) A player may be substituted, for another at any time at 
the discretion of the captain of his team. 

NO UNNECESSARY ROUGHNESS NOR DELAY 

(c) There shall be no unnecessary roughness, throttling, hack- 
ing or striking with the closed fist. 

(d) A player who has been replaced by a substitute can not 
return to further participation in the game. 

(e) There shall be no unnecessary delay of the game by either 
team. 

NO COACHING 

(/) There shall be no coaching, either by substitutes or by 
any other persons not participating in the game. No one except 
the twenty-two players shall, under any circumstances, come upon 
the field of play, save only in case of an accident to a player, and 
then but one official representative, and he previously designated 
to the umpire, shall have this right. Only five men shall be 
allowed to walk up and down on each side of the field. The rest, 
including substitutes, water-carriers, and all who are admitted 
within the enclosure, must be seated throughout the game. None 
of these shall come upon the field of play without permission of 
the umpire. Breach of any part of this rule shall constitute a 
foul, and be punished by a loss of five yards to the side whose 
man infringes, the number of the down and the distance to be 
gained for first down remaining unchanged. 

NO TRIPPING 

(g) There shall be no tripping. 



FOOTBALL KULES 133 

PENALTIES 
Rule 28 

A foul is any violation of a rule. The penalties for fouls shall 
be as follows: 

TRIPPING 

A. (1) For tripping an opponent (Rule 27, g) by either side 
the penalty shall be the loss of twenty yards. 

HOLDING, USE OF HANDS AND AEMS, OFF-SIDE 

(2) For holding an opponent who has not the ball (Rule 17, 
c) , or for unlawful use of hands or arms (Rule 17, 6 and c), for 
violation of the rules governing off-side play (Rule 10), for vio- 
lation of Rules 16, e, and 18, c, except where special provision 
is made elsewhere, the penalty shall be the loss of five yards if 
the side not in possession of the ball was the offender; if the 
offending side was in possession of the ball it shall be the loss 
of twenty yards, the number of the down and the point to be 
gained for first down remaining unchanged. 

EXCEPTION — An off-side play by the side in possession of 
the ball shall be penalized by loss of ten yards, the number of 
the down and the point to which the ball must be advanced for 
first doivn remaining unchanged. (See also special ruling, 16, b.) 

The penalties above named shall be given from the spot where 
the foul was committed. 

FORWARD PASS AND BATTED BALL 

B. If the ball is thrown, passed or batted toward the oppo- 
nents' goal, the opponents shall receive five yards, that is, the 
ball shall be put in play at a point five yards back of the spot 
where the man was when he made the forward pass. The point 
for his side then to reach will be ten yards from the spot where 
the ball is then put in play by a scrimmage, the number of the 
down remaining unaffected. 



134 AMEKICAN FOOTBALL 

FOUL WHEN BALL IS IN POSSESSION OF NEITHER SIDE 

NOTE — In case neither side was in possession of the ball 
when any of the fouls were committed — for example, if the ball 
was in the air from a kick or was free upon the ground after a 
fumble, kick or pass — it shall go to the offended side at the spot 
where the foul occurred. In case of tripping, the distance shall 
be given in addition. 

INTERFERENCE WITH SNAPPER-BACK AND UNNECESSARY DELAY 

C. In the case of interference of any kind with putting the 
ball in play (Rules 16, a, and 17, a), or unnecessary delay of the 
game (Rule 27, e) , the offended side shall be advanced five yards. 

PILING UP 

D. ( 1 ) In case of piling up on a player after the referee has 
declared the ball dead (Rule 20, c), the offended side shall re- 
ceive fifteen yards. 

INTERFERENCE WITH FAIR CATCH 

(2) If a player who has an opportunity of making a fair catch 
(Rule 7, a) is unlawfully obstructed, the offended side shall re- 
ceive fifteen yards and the choice of putting the ball in play by a 
free kick or by a scrimmage. 

CATCHER THROWN 

(3) If a player who has heeled a fair catch (Rule 7, a), is 
thrown to the ground, unless he has advanced beyond his mark, 
his side shall receive fifteen yards and be obliged to take a free 
kick. 

ADVANCING BEYOND THE MARK ON FREE KICK 

E. (1) In any case of free kick (Rule 2, f), if the kicker 
advances beyond his mark, before kicking the ball (Rules 7, a, 
15, b, and 25, 6), no matter whether he then kicks or not, the 
opponents shall be allowed to line up five yards nearer the 



FOOTBALL EULES 135 

kicker's mark, and the kick shall then be made from some point 
back of the first mark, and at the same distance from the side 
line. 

BALL TOUCHING THE GROUND 

This shall also apply when the side having a free kick allows 
the ball to touch the ground (Rule 15, 6, and 25, b), and then 
fails to kick it (kick-off and try-at-goal after touch-down ex- 
cepted). The same ruling shall be giA'en in case any player of the 
side making a free kick is ahead of the ball when it is kicked 
(Rule 14, a). 

CHARGING BEFORE BALL IS PUT IN PLAY 

(2) In the case of a free kick, if the opponents charge (Rule 
9) before the ball is put in play (Rule 15, a), they shall be put 
back five yards for every such offense and the ball shall be put in 
play again by a kick from a point which may be five yards nearer 
the opponents' goal. 

STARTING BEFORE BALL IS PUT IN PLAY 

F. In the case of unlawful starting before the ball has been 
put in play for a scrimmage (Rule 18, a), provided there is no 
infraction of Rule 10, the side thus offending shall lose five yards, 
the number of the down and the point to be gained remaining 
unchanged. 

The same ruling shall be made in cases of infraction of Rule 
18, b d, and e. 

REFUSING TO PLAY 
O. If either side refuses to play ivithin tivo minutes after hav- 
ing been ordered to do so by the referee, it shall forfeit the 
game. This shall also apply to refusing to begin a game when 
ordered to do so by the referee. (Paile 12, e. ) 

DISTANCE PENALTY NEAR GOAL-LINE 

H. Whenever the rules provide for a distance penalty, if the 
distance prescribed would carry the ball nearer to the goal-line 
10 



136 AMEKICAN FOOTBALL 

than the five-yard line, the ball shall be down on the five-yard 
line. If, hoivever, the foul is committed inside the ten-yard line, 
half the distance to the goal shall be given. 



EEPEATED FOULS NEAR GOAL-LINE 

7. If a team on the defense commits fouls when so near its 
own goal that these fouls are punishable only by the halving of 
the distance to the line (Rule 28, H), the object being, in the 
opinion of the referee, to delay the game, the offending side shall 
be regarded as refusing to allow the game to proceed. The ref- 
eree shall, in such case, warn the offending side once, and if the 
offense is repeated he shall declare the game forfeited to the 
opponents. 

STRIKING AND UNNECESSARY ROUGHNESS 

J. If a player is guilty of unnecessary roughness, throttling, 
hacking or striking tcith closed fist (Rule 27, c) , he shall be at 
once disqualified. 

K. In case the game is interfered with by some act palpably 
unsportsmanlike and not elsewhere provided for in these rules, 
the umpire shall have the power to award ten yards to the 
offended side, the number of the down and the point to be gained 
for first down remaining unchanged. 

L. For infringement of any part of Rule 27, f, the penalty 
shall be a loss of five yards by the side offending, the number of 
the down and the point to be gained remaining unchanged. 

RIGHT TO DECLINE PENALTY 

NOTE — Under both K and L for " point " read " distance " 
in case offended side is in possession of ball. Whenever a foul is 
committed which, in the opinion of the umpire, did not affect the 
play, the offended side may decline the penalty. In case of a 
run being made from this play, not more than twenty-five yards 
from the spot where the foul loas committed shall be allowed. 



DUTIES OF OFFICIALS 137 



DUTIES OF OFFICIALS 

I. — The Referee 
Rule 29 

The Referee is responsible for the enforcement of Rules 1, 2, 
3, 4, 5, G (a and i ) ; 7 ( except as relates to interference, throwing 
catcher, and positions of players) ; 8, 11, 12, 13 (except d) ; 14, 
b; 16, a and e; 18, c; 19, 20 (a and 6) ; 21, 22, 23 (except as 
relates to positions of players) ; 24, 25 (except as relates to posi- 
tions of players and interference) ; 26, 27, c. 

In making his decisions the Referee must recognize and allow 
precedence to any penalty inflicted by the umpire for a foul. 

The Referee's decisions are final upon all points not specified 
in the duties of the Umpire. 

The Referee shall see that the ball is properly put in play, 
and he is judge of its position and progress. 

He is judge of forward passes, of interference with the snap- 
back, and of the advance of the ball by the player who first re- 
ceives it from the snapper-back when the ball is put in play from 
a scrimmage (Rule 16, a and e), and offenses under Rule 18, c. 

At the beginning of a game and in every case after time has 
been taken out, he shall ascertain from each captain that his 
team is ready, before ordering play to begin. 

He is sole authority for the score of the game and is judge 
of forfeiture of the game under the rules. 

The Referee may appeal to both the Umpire and Linesman 
for testimony upon all points Avithin his jurisdiction. 

The Referee must volunteer testimony to the Umpire concern- 
ing infringement of Rule 27 (f). 

II. — The Umpire 

The Umpire is responsible for the enforcement of all rules 
whose infringement is punishable by a distance penalty or by 



138 AMEKICAN FOOTBALL 

the surrender of the ball by one team to the opponents, except 
13, o; 16, a and e; 18, c; 19 and 23, viz.: Rules 6, c; 9, 10, 13, 
d; 14, a; 15, 16 (except a and e) ; 17, 18 (except c), 20, c; 27. 

The Umpire is judge of the conduct of the players, and his 
decision is final regarding such fouls as are not specifically placed 
within the jurisdiction of the Referee. 

The Umpire is judge of charging, and of the positions of play- 
ers whenever the ball is put in play. 

He may appeal to both the Referee and Linesman for testi- 
mony in cases of fouls seen by them, and it shall be their duty 
to volunteer testimony concerning violations of Rule 27 (c 
and f). 

NOTE — Captains and players, however, may not appeal to the 
Referee or Linesman for their testimony upon the points just men- 
tioned. 

The Umpire shall not blow his whistle nor declare the ball 
dead, nor call time, except to grant a penalty for a foul com- 
mitted. 

Whenever the Umpire notices or is informed by the Referee or 
Linesman that a substitute or any other person not participating 
in the game is coaching, he shall immediately exclude the offender 
for the remainder of the game from the neighborhood of the 
field of play ; i. e., send the offender behind the ropes or fence sur- 
rounding the field of play. 

Furthermore, he shall exact the penalty as provided in Rule 
28 (L). 

NOTE — The Referee and Umpire should use whistles to indi- 
cate cessation of play on doivns or fouls. 

III. — The Linesman 

The Linesman shall, under the supervision of the Referee, 
mark the distances gained or lost in the progress of the play. 

He shall remain on the side lines and be provided with two 
assistants, who shall remain outside the field of play and who 
shall use, in measuring distance, the rope or chain mentioned in 
Note under Rule 1 (d). 



DUTIES OF OFFICIALS 139 

The Linesman shall, under the direction of the Referee, also 
keep the time, and he should use a stop-watch in so doing. He 
should start his watch not when the Referee blows his whistle, 
but when the ball is put in play. 

The Linesman must penalize a side for tripping, unnecessary 
roughness to a back after a kick, and for off-side play in the line. 
It should be his special duty to be in position to see that the 
players are on-side when the ball is put in play in a scrimmage. 
In case the Linesman gives a decision against one side and the 
Umpire against the other on the same play, the penalties being 
other than disqualification, the ball shall be brought back to the 
point where it was put in play and played over again, the num- 
ber of the down and the point to be gained for first down re- 
maining the same. In case of disqualification by either official, 
at any time, the disqualification shall stand. 

The Linesman shall notify the captains of the time remaining 
for play, not more than ten nor less than five minutes before the 
end of each half. 



BASEBALL 

Edited by Edward N. Eobinson, Brown, '96 



CHAPTEE I 

THE GAME AND HOW IT IS PLAYED 

Baseball has fairly earned its title of National 
Game, not because it is of American inception, but be- 
cause it is our most popular field sport and is thorough- 
ly characteristic of the American people. So far as 
origin is concerned, baseball is much less of an Amer- 
ican game than is lacrosse, for while it may be said to 
have been born in this country, it is of English parent- 
age. About 1820 a somewhat modified version of the 
old English game of rounders was played on the New 
England commons, and twenty years later the game 
had spread and had become " town ball." In 1833 
the first regularly organized ball club was formed in 
Philadelphia under the sonorous title of The Olympic 
Town Ball Club of Philadelphia. About 1850 the 
game gained vogue in New York. As played by the 
Knickerbocker Club, it was known as the " New York 
game," to distinguish it from the " Massachusetts 
game " of New England. In 1858 the National Asso- 
ciation of Baseball Players came into being and the 
first set of playing rules was drawn up and published. 

Such, briefly, was the beginning of the game of base- 

143 



144 



BASEBALL 



ball. Since 1858 its growth, has been fast and furious, 
and to-day, despite its English parentage, it is Amer- 
ican from first to last. 




Diagkam G. — The baseball field. For explanation see Rules 
1 to 13. 

The diamond, as the baseball field or, more proper- 
ly, the " infield " portion of it, is called, is formed by 
four bases, respectively known as first base, second base, 



THE GAME AND HOW IT IS PLAYED 145 

third base and home base or home plate, which are 
situated 90 feet from each other and form a perfect 
square or, viewed from one of the bases, a diamond. 
Diagram G shows the arrangement of the field. The 
implements are a ball made of a rubber core wound 
with yarn and covered with horsehide and a bat of 
some hard wood well seasoned. 

The playeks, nine in number, are as follows: 
pitcher, catcher, first-baseman, second-baseman, third- 
baseman, short-sto}}, right-fielder, center-fielder, and 
left-fielder. Technically the pitcher and catcher are 
known as the battery, the three fielders as the outfield 
and the balance of the players as the infield. The game 
is contested by two teams, which take turns " at bat." 
The team not " at bat " is " in the field." 

The purpose of the game is to determine which 
side can make the larger number of runs. Each player 
in turn of the side " at bat " tries to bat the ball in 
such a way that it can not be " fielded " before the bat- 
ter has reached first, second, third or home base. The 
batsman becomes a runner after hitting the ball and 
may be " put out " by any of the opposing team if 
tagged with the ball when not touching a base, by 
having the ball he has hit caught on the fly, by having 
the ball played into the hands of first-baseman or sub- 
sequent baseman before he reaches their bases and by 
failure to observe various rules governing his conduct 
as a base-runner. In running the bases the runner goes 
from right to left, taking first base first and the others 



146 BASEBALL 

in order. When a runner successfully makes the cir- 
cuit of all the bases he scores a run. At the end of 
the game, the team having the most runs to its credit 
is the winner. 

Eine innings constitute a game unless the um- 
pire stops the play for some reason before the ninth 
inning is reached or unless at the end of the ninth 
inning the scores of the opposing teams are equal. In 
the former case if five innings have been contested 
before play is stopped it is a game and the side having 
the larger number of runs to its credit at the termina- 
tion of play is the winner; if the play is stopped before 
five innings have been contested it is considered that 
no game has been played. In the second case addi- 
tional innings are played until one team has scored 
more runs than the other or until darkness necessitates 
the calling of the game. 

An inning lasts until three players of each side have 
been put out, the teams each being at bat for half an 
inning and in the field for half an inning. 

When a game begins one team goes into the field 
and the other remains at bat. The home team has the 
choice of taking the field or going to bat first. The 
players of the team having the first inning go to bat in 
turn, this " batting order " being observed throughout 
the game. The batsman stands at the " plate " or home 
base, and tries to hit the ball when delivered by the 
pitcher. A ball which passes over any part of the plate 
at a height between the batsman's knees and shoulders 



THE GAME AND HOW IT IS PLAYED 147 

is, whether struck at or not, a " strike," as is any ball 
which the batsman strikes at and does not hit. 

The batsman becomes a base-runner if he hits a 
fair ball or at the third strike, and is out if the third 
strike is caught by the catcher before it touches the 
ground, if he is tagged with the ball by an opponent 
before he reaches first base or if the ball is thrown 
to first-baseman and is caught by him before the run- 
ner reaches that base. A ball which is not a strike is 
a " ball " unless it touches the person of the batsman. 
A ball which hits the batsman is called a " dead ball," 
and the batsman is allowed to take first base, provided 
he does not offer at the ball. If he hits at the ball on 
his third strike and it touches his person he is out. A 
hit ball * which falls outside of the " foul lines," i. e., 
the lines from home base to first base and from home 
base to third base or a continuation of them, is a " foul," 
and unless caught before it touches the ground by a 
player of the opposing team it counts neither for nor 
against the batsman. If the batsman is struck by a 
pitched ball he is required to " take his base," that is, 
advance to first base. If the pitcher delivers four balls 
to a batsman the batsman is required to take his base 
in the same way. The batsman is out when a fair ball 
or a foul ball is caught on the fly by an opponent, when 
third strike is caught by the catcher, and when, having 

* What is known as the "foul-strike rule " was in force in the Na- 
tional, American and most professional leagues last season. This 
rule provides that with not more than one strike called on the batsman 
a foul hit ball, unless caught on the fly, shall count as a strike. 



148 BASEBALL 

made a fair hit or had three strikes called on him, he 
is tagged out or caught out before reaching first base. 

A hit which allows the runner to reach first base 
in safety is called a " base-hit " or a " single," one 
which allows him to reach second base a " two-base- 
hit " or " two-bagger," one which gives him third base 
a " three-base-hit " or " three-bagger " and one which 
allows him to reach home a " home run." 

Having beached first base, the runner's object 
is to advance to second, and this he may do at any 
time when the game is in progress save when a foul 
ball has been struck or when a fair ball has been caught 
on the fly. If a foul fly or a fair ball is caught he 
must hold his base, or, if he has started to run, must 
return to his base before he goes on again. In case of a 
fair ball, if an opponent having the ball touches the base 
he has left before he returns to it he is put out. 

If a player occupies first base when the batsman 
makes a fair hit or in any other way becomes a base- 
runner such player is " forced to second " — that is, he 
must vacate first base and go to second. He is out if 
tagged with the ball in the hand of an opponent or if 
an opponent having the ball touches second base ahead 
of him. In the same way a player on second is forced 
to third and a player on third is forced to the home 
plate. 

The umpire is the only official. He is judge of all 
plays and his decisions are final. 



CHAPTER II 

FOR THE CAPTAIN 

Fall training is valuable. The captain who can 
get his players together — more especially the new can- 
didates — for a month of out-of-door work in Septem- 
ber and October is fortunate. Much can be taught 
then that otherwise would have to be left to the spring, 
and the spring, especially in northern latitudes, is none 
too long for advanced instruction alone. With much 
of the rudimentary work learned in the fall, the team 
is by May likely to be a good month ahead of the team 
whose instruction did not begin until February or 
March. Fall work should be confined principally to 
individual playing. Candidates for the positions should 
be taught to catch, throw, bat, and run the bases. In- 
struction in the finer points and subtleties of the game 
as well as the development of team-play may well be 
left until spring. A four-inning game should usually 
conclude the day's practise during the fall. Ten min- 
utes of light calisthenics should precede the work. 
Strict training is not necessary until spring. 

The captain and manager should get their heads 
together at this time of year and arrange the schedule 
of games, secure the services of a head coach, if this 

149 



150 BASEBALL 

has not already been done, and, in short, perfect all de- 
tails possible. 

Spuing training should be started not later than 
the second week in February. In the North the 
weather at that time will not permit of outdoor work, 
but much excellent training may be obtained in the 
gymnasium. Running on the board track may begin 
the afternoon's work and be followed by limbering-up 
exercises with and without the dumb-bells, giving spe- 
cial attention to the muscles of the arms, legs, and back. 

Candidates foe pitcher should be given daily work 
in the cage or, if there is no cage, at one side of the 
hall. Exercises with light dumb-bells should precede 
the use of the ball. Let the candidates hold the bells 
at arm's length in front and twist them rapidly to lim- 
ber the wrists. Then let them shoot the bells away 
from the body with good hard thrusts, first in front, 
then to the sides, and then overhead. At the begin- 
ning of the season care must be taken not to put too 
much power into the pitching. Before the muscles 
are stretched it is absurdly easy to sustain a strain 
serious enough to keep one out of the game far into 
the spring. 

If the cage is large enough to permit of batting, 
so much the better. Practise in this feature can not 
be started too early. Fielders, too, may obtain good 
practise at stopping grounders in the cage; in short 
there is no end to the uses to which a good-sized cage 
may be put in the preparation of a team. 



FOR THE CAPTAIN 151 

During this indoor work the captain — and the 
coach if he is on hand — should keep his eyes wide 
open. Men who are out of the question as varsity 
material should be dropped from the squad at once 
so that the weeding-out process will be simplified when 
the candidates are out of doors and, by reason of being 
more scattered, are harder to watch. 

A week or two of outdoor work before the Easter 
vacation interrupts matters is about all that can be 
hoped for in the North, and during that fortnight it is 
perhaps well to confine work on the diamond principally 
to batting and fielding. When the men once more 
present themselves, spring training begins in earnest. 

The training table should now be started and 

regularity in meals, sleep and exercise insisted upon. 

As when training for football or track athletics, it is 

less the particular kind of food which is provided as the 

way it is cooked and eaten that counts. Secure good, 

plain food for your men and see that it is cooked well 

and served appetizingly. And insist on variety; there's 

nothing so discouraging to a man with symptoms of 

overtraining than a recurrence of the same old viands 

at every meal. Keep fat meats and heavy pastry of! 

the table. Don't allow any man to " bolt " his food. 

The dinner should come at night. Care should be taken 

that the men do not overeat, especially before practise 

or a game, as a load of undigested food will make the 

men sleepy and lazy. 

A baseball player requires plenty of sleep; as a 
11 



152 BASEBALL 

general rule a full eight hours and a half is none too 
much. Players in training should observe regular 
hours. 

Don't allow your men to appear on the field for 
any game looking less than spiek and span. Old faded 
shirts and dirty trousers may do for practise — though 
there are two opinions as to that — but they are not 
allowable in a contest. The time when a disreputable 
appearance was popularly believed to be the mark of 
a star player has, fortunately, passed. Nowadays it is 
good form to look like a gentleman instead of a tramp 
— even on the diamond. 

The captain or trainer should see that the men are 
properly protected when the grounds are wet, particu- 
larly in the early season. Stockings of wool should 
cover the ankles and knees. Ball players are especially 
liable to rheumatism, and wet grounds are very likely 
to produce it. 

Each man should receive a good brisk massage treat- 
ment over the working muscles every day. The dress- 
ing-rooms should be warm and absolutely free from 
drafts. 

The ideal position foe the captain to occupy is 
in the infield. From there he can keep in touch with 
his pitcher and can better keep his infield together when 
the plays are complicated. There should also be an 
outfield captain, who should keep the outfield up to 
its work and direct the playing there. 

The captain should have a thorough knowledge of 



FOR THE CAPTAIN 153 

the game inclusive of the fine points of playing. He 
should also be able to formulate strategic combinations 
and know when to use them. He should be a hard 
worker himself and encourage his men to work hard 
as well. He should be unsparing of criticism and gen- 
erous with praise. 

( 



CHAPTER III 

BATTING 

Form is an essential feature of successful batting. 
The young player who earnestly desires to amount to 
something as a batsman should study the work of the 
professionals whenever possible and pattern his own 
style of standing and hitting on theirs. To be sure, 
all professional ball players do not bat in the same fash- 
ion any more than do all amateurs, but the tyro will 
be quite safe in fashioning his form on that of any one 
of them whose last season's average was .350 per cent 
or better. A high average is the best of recommenda- 
tions for any style of stick work. In the present treatise 
an attempt is made to aid the young player in attain- 
ing proficiency with the bat, but the claim is not made 
that the style described is absolutely the best for all 
players ; only that it is one of many good styles and well 
adapted to the beginner. 

The position is half the battle. Whether you are 
a right-handed or a left-handed batter, stand up to the 
plate so that no matter where the ball comes, so long 
as it is over any part of the rubber, you can reach it 
without leaning. To stand far away from the plate is 
usually a confession of weakness; to toe it requires a 
retreat before you can handle a ball coming close in. 

154 



BATTING 155 

Stand about three-quarters facing the pitcher, hold the 
bat well up on the handle and let it lie back easily in 
the grasp. Do not swing it back until it is behind you, 
but keep it in front rather than back of the body. In 
this position — the hands being just above the level of 
the belt — it is possible to reach every sort of delivery 
with a minimum of exertion, in the quickest time and 
without disturbing the balance of the body. If you are 
a right-handed batter let the weight of the body rest 
upon the right foot, which should be a good twenty 
inches back of the plate, until the ball has left the 
pitcher's hand. Then step forward with the left foot 
in whatever direction and to whatever distance is re- 
quired. If you are a left-handed batter reverse the 
position and movement. 

Use the "wrist motion" in hitting the ball; that 
is, do not swing arms and shoulders back and club at 
the ball as though you were chopping down a tree, but 
let the motion come from the wrists and a slight swing 
of the arms, the shoulders remaining comparatively 
motionless. Swinging back with the whole upper body 
disturbs the balance, makes it difficult to judge the 
ball and renders it possible for the pitcher to do very 
effective work with an occasional drop which this style 
of batting is totally unfitted to meet. By using the 
wrist motion you will be able to wait until the ball is 
almost up to you before swinging, and so will more 
often know what you are trying for. 

If you can, learn to bat left-handed. All else being 



156 BASEBALL 

equal, the left-handed man has a far better chance of 
reaching first, since the very act of hitting starts him 
in that direction, while the right-handed batsman un- 
dergoes a moment of recovery before he can start and 
then has a greater distance to cover. The superiority 
of the left-hander's position is strongly shown when it 
comes to bunting. To tap the ball and get into his 
stride is almost one motion, and very frequently he is 
well started before the ball has struck the ground. 

When you face the pitcher look as though you had 
confidence, whether you have or not. To show nerv- 
ousness is playing into the pitcher's hands. Do not 
swing your bat back and forth and do not keep shifting 
your weight or moving your feet about. Take your 
stand, get into an easy position, keep your eyes on the 
pitcher until he pitches and then on the ball and don't 
try for anything that isn't good. A common fault of 
young players is hunting after all sorts of wild deliv- 
eries, reaching far out for them, putting their bats 
above their heads to pull them down and even trying 
to scoop them out of the dirt. Their excuse is invari- 
ably the same : " I thought if I did reach it I could 
send it ! " The art of waiting is one of the most valu- 
able and most difficult to acquire. Remember that you 
are at the plate to make runs for your team, but not 
necessarily to score them yourself. If a runner is on 
second a base on balls is as good fate as can ordinarily 
happen to you. Don't try to make a home run out of 
a wild pitch. Insist on having the ball put over the 



BATTING 157 

plate. If the pitcher puts it there try your best to hit 
it; if he doesn't, trot to first. Play safely if you want 
to score; a base in the hand is worth four in the bush. 

Whatever you do, don't pull away from the plate. 
Stand up to it — not necessarily on top of it, however — 
and hit from that position. Don't pull away. Show 
aggression. Look determined and confident, but don't 
let overeagerness lead you astray. Be ready to hit the 
first ball which comes; in many cases the first delivery 
is a good honest strike, and the batter who allows it 
to go by because unprepared finds himself half defeated 
at the outset. "When you hit, swing quick and sharp, 
but don't try to " kill the ball." Don't start while the 
ball is still far off and swing around slowly in the hope 
of connecting bat and ball, but wait until the last mo- 
ment that safety allows and then swing with a snap. 
In this way you have the ball under observation until 
it is almost up to you, by which time, if it is a curve, 
it has " broken " and you know what you are in for. 

As a rule, do not advance beyond the plate toward 
the pitcher ; sometimes, however, it is a good idea to 
step up on a ball and meet it before it curves. 

Each player should get a bat that suits him and use 
it all the time. Nothing will injure one's confidence 
more than to take a different bat every time he goes 
to the plate. 

Bunting is a form of batting which has great possi- 
bilities. A good bunter, especially if he is a left-handed 
batter, can " lay the ball down " for a base-hit four 



158 BASEBALL 

times out of five. The principal thing in bunting is to 
hold the bat rather loosely and to allow the ball to hit 
it instead of having it hit the ball. If a pitcher knows 
you are trying to bunt he will give you only high balls, 
which are extremely hard to turn into successful bunts. 
For this reason try to conceal your intention until the 
delivery is made. Never, save when a desperate meas- 
ure demands, try to bunt a ball that is not about waist 
high and over some part of the plate. An extremely 
low ball is almost as uncertain as a high one, while to 
go after a wild pitch with your bat held for a bunt, is 
a ridiculous procedure. When meeting a fast ball for 
a bunt put the bat farther out and draw it back gently 
so that the ball strikes the stick while the latter is 
" giving." The bat may be held firmly, but there 
should be no tight gripping of it. On a slow ball it 
is best to hold the bat still and deaden the impact by 
grasping it so loosely that there will be considerable 
recoil. 

Get all the practise you can, and — in practise, not 
in playing — don't be too particular what sort of a ball 
is handed you; the ability to hit a poor delivery once 
in a while is a great advantage, and besides it is only 
by becoming acquainted with all sorts that you will 
be able to distinguish readily the good from the bad. 

In a game study the pitcher; remember that he 
will probably try to give you what he thinks you are 
not expecting; fool him by expecting something else. 
Keep a sharp watch out for curves. Have confidence 
in yourself. 



CHAPTEE IV 

BASE-RUNNING 

The best base-runner is not necessarily the man 
who takes the biggest risks nor the fastest runner. 
Results are what count. Care is just as essential in 
running bases as in batting; the player who swings at 
every ball thrown him will have very few hits to his 
credit, and in the same way the player who tries to 
steal a base whenever there's one handy will score few 
runs. As a general thing, it is the man who keeps his 
eyes wide open, who is quick on his feet, who can run 
fast and who is not afraid to slide head first or feet 
first that makes the successful base-runner. The man 
who really has his eyes wide open is a man who uses 
care. 

Getting to First. — In the first place, get to first 

base. Unless you do you'll find difficulty in doing much 

running. If you have hit to the infield don't jump to the 

conclusion that you are out. Get to first as fast as your 

legs will carry you and don't stop until you have crossed 

it. Even if you see the ball slam into the baseman's 

mitt don't slow up; run faster; maybe he will drop it; 

they often do. If your hit has been a poor one there's 

all the more reason that your run to first should be a 

159 



160 BASEBALL 

good one. It often happens that the best infielder is 
rattled by being hurried, and when you remember that 
the fielder must pick up your hit and throw it accu- 
rately and that first-baseman must catch it and get one 
foot on the base before you reach it, your chance of 
getting safely to first doesn't look so dim. Never take 
it for granted that you are out. 

When running to first you are confronted by the 
question whether to overrun that base or turn for a try 
for second. If you turn you stand a chance of being 
put out if first-baseman has the ball before you get back 
to the bag; moreover, you will have to slow down a 
little in order not to lose ground on the turn. Unless 
you know where the ball is, play it safe and overrun. 
Usually, however, you will have a pretty fair idea of 
the ball's location and can govern yourself accordingly. 
On an infield hit hold first. On a fly to outfield turn 
short and be prepared to go on to second in the event 
of a muff by the outfielder. On a long drive into left 
outfield you will usually be safe if you make the turn, 
while on a similar drive into right outfield you had 
better overrun, since in the latter case the distance the 
ball has to cover to reach first is much less. But on 
all hits that seem to you good for two bases make your 
turn at first and be ready to go on or retreat as devel- 
opments require. As a rule do not slide for first base; 
you can run it out quicker. But if you do, go head 
first, as it will sometimes make the decision look so 
close that the umpire will favor you. 



BASE-KUNNING 161 

Getting to Second. — In starting for second don't 
take too much lead. Stand back from the line, get 
where you are certain of being able to retreat to first 
ahead of the ball and poise yourself so that you are in 
good position to either go forward or back. Keep on 
your toes and don't become " anchored " for an in- 
stant. This does not mean that it is necessary to keep 
jumping up and down like an Indian in a war-dance; 
that wears you out more than the pitcher. Simply 
keep your eyes open and be ready any moment to go 
on to second or back to first. When you return on a 
throw go back of the baseman and get your right hand 
on the bag. Move down with the pitcher's arm and 
back when the catcher receives the ball. Watch out 
for an. unexpected throw to first by the latter. When 
once started — and a great deal depends, as in a sprint, 
on that start — never look back; put your eyes on the 
second-baseman and watch for his catch. If he is stand- 
ing in front of the bag prepared to make the catch in 
front of him, slide, if you have to slide, around back, 
getting the left hand on to the base. In such a case go 
head foremost. If the baseman has his arms overhead 
to take a high throw, slide inside of the bag feet fore- 
most. As in running for first, don't take anything for 
granted ; recover instantly, so that in case of a muff you 
can start out for third. It is in seeing just such chances 
and making the most of them that good base-runners 
win out. 

Getting to Thied. — If the runner on second takes 



162 BASEBALL 

a good lead and watches third-baseman carefully third 
base is not hard to steal; and once there the runner 
can score on a passed ball or outfield fly. The average 
pitcher is bothered by the presence of a runner on 
third base. 

Coaching. — Base-running depends largely for its 
success on the coachers. It is customary for a runner 
on first to watch the pitcher's arm while the coacher 
keeps an eye on the baseman. But while the coacher 
is of great aid to the runner in guarding against a put- 
out at first on a throw from pitcher or catcher, yet the 
runner should himself be the judge of the opportunity 
for a steal, unless, of course, the batsman has signaled 
for it. With the runner on second the coacher, either 
from first or third, again gives his attention to the base- 
man and also to short-stop while the runner watches 
the ball. The best place from which to coach second is 
back of third, since the runner's gaze is naturally in 
that direction and a motion of the coacher's hands is as 
readily understood as verbal directions. The coach at 
third may be of assistance to the runner when the latter 
makes the turn to run for home by bracing him at the 
base. 

Signals well understood by all the players are a 
necessity and are most valuable in allowing the base- 
runners and the batsman to work together. 



CHAPTEK V 

FIELDING 

Fielding is the defensive side of baseball. A game 
could not be won by fielding only, yet, on the other 
hand, with an absolutely perfect exhibition of fielding 
a team could prevent the opponents from winning. 
Team batting, in which the batsman and the base-run- 
ners work together, is the perfection of the offensive 
game; team fielding, in which the battery and the field- 
ers work together, is the perfection of the defensive 
game. Every man has a duty to perform on every play 
no matter how far distant from his position that play 
may be. In the same way every man should know what 
every other man will do on every play. It is this know- 
ing beforehand what to do yourself and what to expect 
of your fellow players that constitutes team-play; and 
it is team-play that wins the game. 

The theory of fielding is to get as many men as 
possible where the attack is; there is strength in num- 
bers. When the ball is hit every fielder save those 
whose duty it is to " back up " should move in the di- 
rection in which the ball is going. This does not mean 
that they are to leave their own positions unprotected, 

only that they are to shift slightly toward where the 

163 



164 BASEBALL 

play is, thus concentrating the team's strength where 
it will be required. The accompanying diagrams illus- 
trate this principle of concentration, the black dots 
showing the regular positions of the men, the dotted 
lines and the circles their movement and positions when 
the ball is fielded and the arrow the direction and 
length of the hit. 



--o 




Diagram H. — A fly to right field. 

In Diagram H the hit is a fly into right field. The 
ball is right-fielder's, but as one man should never be 
left to field the ball alone center-fielder goes after it 
also. Presuming that there are no runners on bases, 
second-baseman starts in the direction taken by the 
ball and only stops when he sees it safely fielded. Left- 
fielder also moves toward the ball, since there is no 



FIELDING 165 

possibility of its coming into his territory, and if lie is 
nearer the scene of action he may find a chance to 
make himself useful. Short-stop covers second base, 
and third-baseman moves over to back him up. Pitcher 
backs up first base and catcher runs into the infield 
where he is in position to go to the assistance of any 
player thereabouts. This is only one arrangement of 
the team for a play of this sort; several others are 
possible, and every coach has his own ideas on the sub- 
ject. 

With men on the bases the situation would be al- 
tered. For instance, with a runner on second, second- 



Diagram I. — A ground hit, 

baseman would cover his bag and third-baseman would 
cover his. With a man on third, the catcher would 
have to guard the plate. 



166 BASEBALL 

In Diagram I the Lit is a grounder to third-base- 
man. Short-stop goes to his assistance, supposing as 
above that the bases are empty. Left-fielder runs in 
to take the ball in case it gets by the infield. Center- 
fielder moves toward the play. Pitcher backs up first, 
and so does right-fielder. Catcher runs into the in- 
field. 



-.-a. * or' 



Diagram J. — An infield fly. 

In Diagram J the hit is an infield fly to first-base- 
man. Second-baseman goes to his aid, as does right- 
fielder. Pitcher covers first and catcher backs him up. 
Center-fielder and left-fielder move toward the play. 
Short-stop covers second base and third-baseman runs 
into the infield. 

In Diagram K the hit is a slow bunt toward third. 



FIELDING 167 

Third-baseman gets the ball. Short-stop goes to aid. 
Left-fielder comes in, as does center-fielder. Second- 
baseman covers his bag. Pitcher backs up first and 
right-fielder comes in for the same purpose. Catcher 
runs into the infield, being careful not to get into the 
way of the throw to first. 



Diagram K. — A bunt toward third base. 

Unison of field play is everything; without it there 
can be no real success. 

There can be no arbitrary apportionment of terri- 
tory among the nine players, but each of them has a 
certain district to cover which may be said to be his 
and for the guarding of which he may be held account- 
able. In a general way these districts are arranged as 

in Diagram L. The catcher is required to look after all 
12 



168 BASEBALL 

balls " laid down "■ in front of the plate and all fouls 
about the plate and ^behind it. Pitcher fields flies and 
bunts as indicated by the arcs, his territory having espe-. 
cially variable boundaries where it adjoins those of 




Diagram L. — Approximate apportionment of territory of baseball 

players. 

first-baseman and third-baseman. As a general rule 
it may be said that any ball that may be obtained by 
the pitcher while occupying his position or by moving 
to the right and forward or to the left and forward up 
to a distance of ten feet from the plate belongs to 
him. 

First-baseman takes all fair balls from the foul line 
to the second-baseman's territory, and from about ten 
feet in front of base to fifteen feet back of it. First-base- 
man and third-baseman should take all fouls not plainly 



FIELDING 169 

belonging to the fielders behind them or to the catcher. 
As a general thing it is best for the pitcher never to 
try for fouls. The territories of the other players are 
indicated by the diagram. It is not good policy for 
the second-baseman or short-stop to go much behind 
the base-lines for flies. 

In every case of a fly ball the man to whom it be- 
longs should be called, if in the infield by the infield 
captain and if in the outfield by the outfield captain. 
With a player once called the ball is his and no other 
player should attempt the catch or claim it, no matter* 
what his opinion in the matter may be. 

"When throwing to bases fielders should try to put 
the ball below the baseman's shoulder. A high catch 
necessitates a long downward motion before the ball 
can be put on the runner, and besides that is more diffi- 
cult to catch, and if it does go over the baseman's head 
means another base for the runner unless the baseman 
is well backed up. 

In stopping grounders place the heels together 
and spread the feet at a wide angle. If you miss the 
ball the chance of its going between your legs is slight. 
Outfielders in throwing to the plate should try to get 
the ball into the catcher's hands on a long bounce un- 
less they are sure of getting it to him safely on the fly. 
Throw to a point inside of the plate; never make the 
catcher move outside of the foul-lines to catch it. 



CHAPTER VI 

THE POSITIONS— I. THE BATTERY 

The pitcher shares with the catcher the honor of 
being the most important member of the nine, while 
the title of being the hardest-worked member is his 
without protest. A man who is able to pitch good 
ball is not necessarily as good a man for the position 
as one who can pitch not quite so well; there are other 
things besides pitching ability entering into it. Cool- 
ness under the most exciting circumstances, steadiness 
under all provocation and good judgment in the selec- 
tion of deliveries are prime essentials. Good nature 
is not insisted upon, for good nature is very likely to 
be synonymous with indifference and even laziness. A 
spice of temper is an excellent thing in a pitcher, just 
so long as he doesn't let it get the better of him. 

It is not possible for any one to learn from a book 
how to pitch well. Instruction from some one who 
knows how and constant, patient practise are what are 
necessary. At the same time it is possible to give here 
certain instructions which may be advantageously stud- 
ied by beginners. 

The muscles most concerned in pitching are the 
arm, shoulder and back muscles. Don't develop a style 

170 



THE BATTEKY 171 

which depends entirely upon the arm; if you do you 
will never make a strong pitcher, but will ultimately 
give out. Make the back share the work with the arm. 
Don't go through any more evolutions than necessary; 
find a position that will allow you to maintain your 
balance every instant until the ball has left your hand 
and that will then allow you to recover it at once. If 
you are not back in position by the time the ball reaches 
the batter your chance of fielding a ball coming into 
the box is very small. It is not the contortions gone 
through with before the delivery that make a pitcher's 
work effective ; skill, strength and control over the ball 
are what count. 

Learn one style and stick to it. Let the swing be 
long enough to enable you to put speed into the de- 
livery and yet not so long that, when the batsman 
reaches the base, you must shorten it to hold him 
there. 

Control of ball is the first thing to learn. The 
pitcher who has this, even if his curves are not espe- 
cially dangerous, will average up better at the end of 
the season than the brilliant " twirler " who is never 
quite sure what his delivery is going to be. Speed is 
effective at times, slowness at other times. Diversify 
your delivery and puzzle the batsman. For the be- 
ginner the out curve, both fast and slow, the in curve, 
the drop and the slow ball are sufficient when varied 
with a speedy straight ball. 

The out curve is obtained by holding the back of 



172 BASEBALL 

the hand down, the ball being securely held with the 
thumb and the next two fingers. The motion is a 
sweeping side "arm motion, the ball leaving the hand 
over the tip of the first finger. The palm is turned 
up as the ball leaves it. In the slow out curve the 
ball is momentarily gripped tightly just as it is re- 
leased. In the fast out curve the ball is sent away with 
a snapping motion of the wrist. This ball, sent high, 
is usually effective against a left-handed batsman. 

The in curve is obtained by gripping the ball as 
for the out curve, but holding the hand with the little 
finger toward the ground. The side arm motion is used 
and the ball goes away under the first two fingers, the 
palm being brought slightly up. 

The Dkop is obtained by holding the ball in the 
hand as for the out curve, the back of the hand being 
perfectly flat with relation to the ground. The motion 
is a distinct overarm motion, the sweep being made 
above the shoulder and the ball leaving the hand over 
the tips of the first two fingers. At the moment of 
delivery the palm is turned sharply down. It is possi- 
ble by combining a snapping motion of the arm with 
the wrist turn to make the drop an out curve as well. 

The Slow Ball. — Recently what is known as the 
slow ball has been made to do great execution by some 
pitchers. It is especially effective when following two 
or three fast balls, as the change of pace is so great as 
to fool even the most experienced batters. For this 
the ball is held far back in the palm. The ordinary 



THE BATTEEY 173 

motion for a fast ball is used, but a retarding grip with 
the fingers as it leaves the hand causes it to revolve 
rapidly and the friction with the air lessens its speed. 

The pitcher should study the batsman in every case. 
If he is timid and undecided a few fast straight balls 
may send him back to the bench. If he is experienced 
and determined you will need all your cunning. For 
a left-handed batsman high curves close in with an 
occasional slow ball make excellent medicine. When 
the batsman is looking for a sacrifice keep the ball high, 
change the pace often and try a slow ball in the hope 
of having him knock up an infield fly. If he is after 
a bunt see that the ball never goes to him waist high; 
offer him everything save that. 

Don't depend too much on curves; command a good 
swift straight ball and rely upon change of pace to re- 
lieve you in a tight place. Remember that what you 
are trying for is to compel the batsman to hit just the 
ball he doesn't want to. Don't lose sight of the fact that 
you have a number of men behind you who are waiting 
for something to do. Don't be afraid to allow hits; 
it is better to have a batsman fielded out at first than 
to give him his base. Try to make your first delivery 
tell; every batsman acknowledges the spice of discour- 
agement that follows upon having the first delivery 
scored against him. 

Fielding. — A pitcher's duty does not end with 
pitching the ball; he is also, to some extent, a fielder, 
and while in this line his work should be as light as 



174 BASEBALL 

possible yet what he has to do should be done well. 
His territory is not large, but it is important. On any 
hit outside of his territory he should run to first base, 
crossing the base-line ahead of the runner, in order to 
back up the baseman. This is an important duty. If 
he has pitched wild or in case of a passed ball he should 
move toward the plate and cover it instantly when nec- 
essary. As a general thing he should not attempt to 
handle bunts in the direction of third base, since he 
must turn before he can throw to first. Bunts toward 
first, unless very short, should be left to that player. 
On any hit that takes the first-baseman far from base 
the pitcher should cover first. 

Unless an infield hit is where he can get it surely 
the pitcher should let it alone. If he tries for it and 
merely succeeds in deflecting it from its course he does 
more harm than good. Discretion in fielding is very 
necessary on his part; what to try for and what to let 
alone is something that will bother him a great deal — 
at all events, until he has gained some experience. After 
he has worked with his infielders for a season he will 
know instantly what to do in any contingency. Until 
then a good rule to follow is: When in doubt let it go. 

The catcher is of scarcely less importance than 
the other member of the battery. His position is an 
extremely exacting one and calls for the exercise of 
much steadiness, good humor, quick judgment and gen- 
eralship. A cool, steady catcher will often save the 
day for his team when the pitcher and the entire in- 



THE BATTERY 175 

field are " up in the air." Becoming " rattled " is the 
one unpardonable sin that a catcher can commit. The 
more the catcher resembles an inanimate back-stop the 
more useful he is; a brilliant man is nine times out of 
ten erratic, and back of the plate is the last place to 
put an erratic player. Of two men, one of whom is 
capable of brilliant plays but uncertain withal and the 
other of whom is slow but practically certain to stop 
every ball pitched, choose the latter. "When certainty 
in catching is coupled with speed in throwing to bases 
the ideal catcher is in sight. If besides these merits 
he is also a man who will not get rattled with three 
men on bases and the pitcher going to pieces he is a 
gift from the gods. 

Throwing to Bases. — The good catcher must have 
a strong throwing arm and be able to use it quickly 
and with certainty; throwing to bases is almost as im- 
portant as catching the deliveries. Take a position 
well under the bat. Experience has shown that this 
position is much less dangerous than the old one, where 
the catcher stood some two paces back, and that it ren- 
ders a pitcher's work more certain. In football it is 
always the careful player who gets hurt; in the same 
way it is likely to be the careful catcher, the one who 
tries to save himself, when the runner comes to the 
plate, for instance, who is injured. Be aggressive. 
Keep your left foot slightly in advance of the right, 
so that by straightening up and taking one step forward 
with the latter foot you will be in position to throw to 



176 BASEBALL 

base. The throw to first or third should be a short, 
quick snap, while to get the ball down to second it is 
necessary to steady yourself well and make a high over- 
arm throw, starting the ball with sufficient elevation 
to have it carry. Of course, if possible, the ball should 
reach the baseman low enough for him to tag the run- 
ner instantly. But the main thing is to get the ball 
down to him as quickly as you can, and if you do this 
so that the ball reaches him in time for a put-out he 
will forgive you much in the matter of location. 

Except when a runner has started to steal the 
catcher should not throw to base unless signaled by the 
baseman to do so. Don't throw to bases just to be 
doing it. It is not always necessary to respond to a 
baseman's call. Use your own judgment in the matter 
and save your arm whenever you think the situation 
does not warrant a throw. 

Signaling. — As a general thing it is best for the 
catcher to give the signals to the pitcher, although there 
are pitchers who insist on doing the signaling them- 
selves. The catcher and pitcher should work together 
like two cog-wheels no matter where the signals ema- 
nate. It very often happens that when the signals are 
given by the catcher the pitcher wants to please him- 
self on some delivery, and so refuses the catcher's signal 
and sends a signal of his own. In this case the only 
thing to be careful about is to see that the catcher really 
understands what is coming. Between two players who 
have worked together for some time mistakes are not 



THE BATTERY 177 

likely to occur, but where a catcher and a pitcher come 
together for the first time, even if the signals have been 
agreed upon between them, occasional mix-ups are not 
unlikely. In signaling the catcher should use the finger 
code and hide the fingers from the batsman by putting 
the right hand between the knees while stooping and 
placing the mitten above it. 

Aid the Pitcher. — It is often a great assistance 
to the pitcher when inclined to be wild if you will hold 
the hands above the plate as a target for which he can 
aim. If a pitcher shows signs of going to pieces call 
a halt by walking down to him and handing him the 
ball instead of throwing it, speaking cheerfully and 
encouragingly as you do so. If the pitcher has got into 
a streak of throwing wide move over farther toward 
the batsman, make a target of your hands and, as a 
general thing, in aiming for them he will get his deliv- 
eries over the plate again. 

Study the batsman and find out what kind of a 
ball he wants. Then make sure that he doesn't get 
it. Keep the body in front of the ball so that you will 
not have to reach out one way or the other. With the 
body in front of it the ball will very seldom get by you 
even if you fail to get your hands on it. 



CHAPTEE YII 

THE POSITIONS {Continued)— II. THE INFIELD 

Fikst Base. — Baseball authorities differ widely as 
to the difficulties of this position. Some state that it 
is the easiest of the infield points to cover; others that 
it is the hardest. It is probably neither one nor the 
other. 

The first-baseman should have height and reach, 
ability to handle every kind of ball ever thrown or 
batted and that peculiar mixture of courage and reck- 
lessness known as " sand." No special mention is made 
of quickness, since that is a quality necessary to every 
member of the infield. 

With the bases empty the usual position for the 
first-baseman is about twelve feet back of the base-line 
and about twenty feet from the foul-line. With a man 
on first his position is inside of base, where he is able 
to look after bunts and at the same time take throws 
from catcher or pitcher. With men on both first and 
second his position should be a little back of the base- 
line and about eight feet from first. On a throw from 
catcher he should take the ball while on the run and 
block off the runner. He should at all times take 
ground balls coming into his territory and depend upon 

178 



THE INFIELD 179 

the pitcher to cover first. In the same way, on hits 
into short right field it is the pitcher's duty to take the 
base. First-baseman should keep a sharp watch for 
drives along the base-line, which, if allowed to get by 
him, are usually good for two bases. 

On throws from the outfield to the plate the first- 
baseman should, whenever possible, back up the catcher. 
On throws to second from the other side of the outfield 
he should back up second-baseman. 

The first-baseman should take all flies between his 
base and pitcher unless they are palpably the property 
of the latter. If a throw comes at him low his first effort 
should be to block it at all hazards, his next to catch 
it. Play it safe. He should know what his reach is 
to right and left and should not make the mistake of 
missing a throw by trying to keep a foot on base when 
by taking a step or two he could make it certain. 

With a runner on first and a hit made into his 
territory the first-baseman's quandary is whether to 
field to second and try to put out the man who has 
just left first or to play for the batsman. In a case of 
this sort quick judgment is necessary and whatever 
course is followed there must be no perceptible hesi- 
tation. All things being equal, the play is to retire the 
runner nearest home, but if that man has obtained a 
good start and is a clever base-runner it may be that 
a throw to second would be futile while a throw to first 
would put out a man. Think quick and act quick is 
the rule. 



180 BASEBALL 

After a throw get back to first as soon as your 
legs will let you; there may be a chance of a double 
play. In the same way, after receiving a throw re- 
cover instantly and be ready to throw yourself; it may 
be necessary to spoil an attempt at a steal. 

Second base is perhaps the most important of the 
infield positions. While the actual physical work per- 
formed by second-baseman is not greater than that fall- 
ing to the lot of first-baseman or short-stop, yet he occu- 
pies a place where coolness and judgment are every 
moment of the utmost value. He is practically on a 
line with pitcher and batsman and. can watch the ball 
from the time it leaves the former's hands- until it 
reaches the catcher or has been struck. Consequently 
he is better able to surmise what the hit is to be ; while, 
after the hit is made, he learns the direction of it before 
any one else save, possibly, the pitcher. For these rea- 
sons, and because he has the other infielders and the 
battery in plain sight every instant, second-baseman 
should be if possible the infield captain. 

Like the first-baseman, he is better fitted for the po- 
sition if he has sufficient height and length of arm to 
enable him to cover a wide territory. Very often he 
is called on to make a stop while going at good speed 
and throw the ball to base in almost the same instant. 
He should ordinarily play a deep field, although with 
a pitcher who is weak at fielding this is not advisable. 
If he does play well back of the base-line he is exempt 
from the hot liners which render the third-baseman's 



THE INFIELD 181 

and short-stop's positions difficult, and, because of his 
nearness to first, is able to handle the ball more care- 
fully. 

He should work in perfect unison with the short- 
stop. The two positions depend upon each other for suc- 
cess, and there should be an absolute understanding as 
to which is to cover base in every contingency. On a 
double play with the second-baseman fielding the ball 
he should toss to short-stop and allow that player to 
make the put-out at second and the assist to first ; if he 
holds the ball until he has himself run the distance 
to second and tagged that base he uses up valuable time 
and may lose the man at first. 

LST CATCHING A THROW FROM THE PLATE the SeCOnd- 

baseman should take a position to the left of the bag, 
where he will be able to get at the runner if the latter 
tries to go back of the base. 

He should field short flies, keeping a close watch 
for balls coming between his position and the pitcher. 
He should call every ball of this sort if he is acting 
as infield captain, but in case of a fly coming back of 
his position and for which he is trying he should be 
coached by the outfield captain, who will be in a better 
position to judge the ball. 

Second-baseman's duties in certain plays are treated 
of in the chapter on Team-Play. 

Short-stop should be a wide-awake player, quick 
on his feet and a good strong thrower. He should be 
able to get away quick, snappy underarm throws as 



182 BASEBALL 

well as hard overarm throws. The ability to make 
long throws to first works to his advantage, since it 
allows him to play a deeper field, thus getting balls 
which, were he playing up to the base-line, he would 
be unable to reach. By playing deep he is also able 
to get flies to short left field and center. Balls taken 
on the run should be thrown low to first, as a ball sent 
away while on the run will naturally rise. Slow 
grounders should be taken between bounds, the short- 
stop moving in for them and never waiting for them 
to come out to him. He should be careful to keep his 
feet together. 

Short-stop should study the batsman and watch the 
delivery. He can very often tell what the hit is to be 
by observing the ball offered by the pitcher; a right- 
handed batsman, for instance, will usually drive an out 
curve to the right of second, while a straight ball to 
the same batsman will generally go to short-stop or 
third-baseman. On all hits to the second-baseman's left 
short-stop should instantly dig out for second and cover 
that base. He should watch for signals between second 
and catcher and be ready at any moment to take the 
bag on a throw down from the plate, although save 
when there are men on both first and third it is not 
a good plan to require the short-stop to play the base. 
He can not obtain too much practise at throwing to 
first or snapping to second. 

The position is dealt with further in the chapter on 
Team-Play. 



THE INFIELD 183 

Third Base. — If there is one infield position more 
difficult than the others it is probably third base. The 
man covering that bag has not the advantage possessed 
by all other infielders of being able to see about what 
sort of treatment the batsman is getting, unless the 
batsman happens to be a left-hander. As a usual thing 
third-baseman doesn't know what's coming until the 
ball is almost at him. He has. farther to throw to get 
a ball to first than any of the others and his work in 
guarding his base from runners is generally harder. 

As a rule third-baseman should play fairly deep, 
coming in when a bunt is expected. He should cross 
well into short-stop's " front yard " for slow grounders, 
as he is in position to get to them quicker than short, 
and once having them, is able to get them away to first 
in quick order. In a play of this sort he has not time 
to get into position before throwing, but must get the 
ball across the diamond at once. For this reason third- 
baseman should be a good snap thrower. 

In covering base he needs lots of coolness and judg- 
ment. With runners coming down on him in every 
known style — feet first, head first or twisting — the 
temptation to look after his own safety and get out 
of the way is strong. It takes a player with genuine 
pluck to hold his place in the face of a heavy, desperate 
runner and catch the ball surely. In a case of this sort 
he should make the play sure; that is, he should be 
certain that he has the ball and can " squeeze it " be- 
fore he attempts to tag the runner. A lost ball, with 
13 



184 BASEBALL 

the runner able to recover himself quickly and go on, 
will usually mean a tally. Nine out of ten runners who 
steal third collide more or less forcibly with the base- 
man, and so the ability to hold the ball, and not merely 
stop it, is of prime importance. 

Third-baseman and short-stop should work well to- 
gether and know where to find each other in any play. 

When running a man down between bases he should 
go after him fast, start quickly and stop quickly. He 
should get the runner going fast before he throws the 
ball. 

The duties of third-baseman in special plays are 
dealt with in the chapter on Team-Play. 



CHAPTER VIII 

THE POSITIONS (Concluded)— III. THE OUTFIELD 

Of the three outfield positions that of center field 
is the hardest, not because more balls go into that terri- 
tory, but because center has more backing up to do than 
his neighbors. Left-fielder backs up center, and so does 
right fielder ; center backs up both right-fielder and left- 
fielder. The outfield positions are popularly supposed 
to be sinecures, and it is true that inning after inning 
will very frequently go by in which not a ball gets by 
the infield. But when the outfielder's work does come 
it is important. A fly to left field means a man out if 
caught; if not caught perhaps it means two or even 
three runs for the opponents. Each fielder has a big 
territory to cover, and because of their distance from 
the plate are seldom able to know with any degree of 
certainty where the hit is to come. They are able to 
overcome this disadvantage to some extent by studying 
the batsman and learning from inning to inning what 
sort 'of a performance he is likely to offer. Sometimes, 
too, the pitcher can aid them materially by bringing 
them in or sending them back or to left or right in 
anticipation of the batter's hit. 

But at all times the outfielder should keep his eyes 
185 



186 BASEBALL 

on the ball and his mind on the game. It is lonesome 
work sometimes and the temptation to think of other 
matters is often very strong. But it won't do; the 
game's the thing to keep the thoughts on. 

Moving In. — When the ball is a grounder, move in 
for it and trust to getting it near the base. To do this 
it will often be necessary to " smother " it, that is, get 
the body over it and spoil the bound. If it gets by you 
it must be taken care of by the player who is backing 
you up; if you get it you have saved several moments 
and are in position to make a shorter and therefore 
faster throw to base. Waiting for a grounder to come 
out to you and taking it on the bound is playing it safe, 
but in the case of an outfielder is not advisable. It is 
better here to risk a little. And besides if the runner 
sees you moving in on the ball he will be inclined to 
take fewer chances and will often be satisfied with one 
base without watching to see whether the ball has passed 
you. 

Catching Flies. — On a long fly back of your posi- 
tion, start the moment the ball leaves the bat; get the 
direction of the ball first and then try to gauge the dis- 
tance; run hard, turning once or twice to see that you 
are going right and are not overrunning; when you stop 
face about instantly and be ready for the catch. The 
other outfielders can help you greatly by shouting di- 
rections, as " Back! Back! " " Kun hard! " " Steady! " 
and the like. When you start for a ball run your hard- 
est; very often what seems like an impossibility at first 



THE OUTFIELD 187 

will result in a catch. As soon as you are certain of the 
ball claim it and then take it for granted that it is 
yours. Attention to this detail will prevent collisions. 
As soon as the ball is caught field it home if you are 
far out or run in with it if you are nearer, keeping an 
eye on the bases. 

In throwing to the plate keep the ball low, recol- 
lecting that a liner will rise. A ball that strikes some 
ten feet from the plate and reaches the catcher on a 
long bound is the safest of all, since, whatever happens, 
it is not likely to go over his head. And throw inside 
of the plate — that is, to your left. 

A hard liner into left field from a right-handed 
batsman will rise perceptibly; look out for that rise 
and don't run in too far for it. 

The outfielders, left and center especially, since 
they have more throws to the plate than right-fielder, 
should practise throwing in constantly. In the begin- 
ning of the season, however, they can not be too careful 
about overdoing the practise, for a strain sustained then 
is likely to handicap them for the remainder of the 
year. 



CHAPTEK IX 

TEAM-PLAY 

Team-play is briefly concerted action by all mem- 
bers of the nine toward a common purpose, or, as Mr. 
W. H. Lewis puts it in bis excellent Primer of College 
Football, it is " every man in every play every time." 
Team-play is quite as essential in baseball as in foot- 
ball, although to the spectator it is less in evidence. 
As in football, there are two kinds of team-play — of- 
fensive and defensive; the first is team batting and the 
second team fielding. Neither one has as yet been 
fully developed ; there are " combinations " in each still 
unthought of; but to show what possibilities there are 
the following examples of both offensive and defensive 
team-play are given. 

Team Batting. — The best-known example of this 
is what is called the sacrifice hit or " hit-and-run." The 
first man reaches first. From there it is impossible for 
him to score on anything less than a three-bagger. 
Once on second, however, a two-bagger will bring him 
home with certainty, while, if he is a fast base-runner, 
he may score on a single. The object, then, is to ad- 
vance him to second base even at the cost of an out. 
The man on first makes a fake start — that is, he begins a 

188 



TEAM-PLAY 189 

dasli toward second, but returns to first in time to keep 
from being thrown out. Batsman watclies second base 
meanwhile and observes whether second-baseman or 
short-stop runs to cover it. If the former the batsman 
knows that short right field will be unguarded; if the 
latter he knows that short left field will be unguarded. 
As soon as it becomes evident that he is not to be given 
his base on balls the batsman signals the runner. The 
latter, on the next delivery, starts with the pitcher's 
arm and races for second and the batsman drives or 
tries to drive the ball into right field, in case second- 
baseman is covering second, or into left field in case 
short-stop is covering base. The first runner, because 
of his start, is usually safe on second by the time the 
ball is fielded, and if he is a speedy man can sometimes 
make his third while the ball is traveling to first for 
a put-out there and traveling back to third. 

A variation of this play is made by having the bats- 
man signal the man on first to run and then hitting 
at the ball, but not striking it. With an unsteady catcher 
this often works as well as the sacrifice, especially if 
the runner is a brilliant base-stealer. It has the added 
advantage of advancing the man nearest home at no 
greater cost to the batsman than a strike scored against 
him. If the play is successful he may still get in his 
hit and put the runner on third or even home if luck 
is with him. 

Bunting to Third. — With the score tied or in your 
opponent's favor and men on first and second you may 



190 BASEBALL 

resort to bunting. Here third-baseman is your victim. 
He knows that the man on second will take third at the 
first chance and is consequently loath to leave his base. 
Signal to the runners what to expect. Thereupon the 
man on second plays well off to show his determination 
to take third and to make third-baseman hug his base. 
Find a ball to your liking and bunt it slowly toward 
third-baseman, keeping it as far from pitcher's territory 
as possible. The runners should start on the instant. 
Third-baseman must either field the ball and leave his 
base unprotected or guard his base and allow pitcher 
to field the ball. In either case he is likely to hesitate 
for an instant, and when he does get the ball the chances 
are that it will reach the base too late. He will usually 
play it to third in hope of cutting off the runner nearest 
home, in which case the bases will be filled. If, how- 
ever, seeing that the runner at third can not be reached 
in time for an out, he should throw to first or second, 
the man on third should instantly put out for the plate. 
With a good coacher back of third to brace him on the 
turn and to send him on he should stand an excellent 
chance of scoring. 

Sacrifice Steal. — "With a man on first and a man 
on third and none out a score may often be secured by 
having the runner on first start out for second while 
the ball is in the catcher's hands. If catcher throws 
down to second the man on third, who has been waiting 
the moment, starts for home at his best clip and ought 
to score. As soon as he is safely toward the plate the 



TEAM-PLAY 191 

runner from first is at liberty to save himself if lie can 
do so. If the ball is thrown to the plate, as is likely, 
he can secure second base. The same play may be 
tried with the ball in the pitcher's hands. He should 
sacrifice himself, if necessary, but not otherwise. Plays 
of this sort involve fast, heady work by those taking 
part, and so should be brought off, if possible, when the 
best base-runners can participate. 

The " hit-and-run " play may also be used when 
there is a man on third and a run is badly needed. 
The runner should play well off and be ready to go 
home on the instant. The batsman gives him the sig- 
nal and hits a hard drive into outfield or a slow bunt 
toward first base. The runner, who has reached a dis- 
tance of twenty feet from base with the pitcher's arm, 
is off like a shot for the plate. He should take the last 
ten feet on a head-first slide, since the throw to the 
plate is likely to be hurried and to go high or wild. 

Dash for the Plate. — A play which may be 
worked when runs are badly needed and when the 
catcher is unsteady or temporarily rattled is the fol- 
lowing. There is a runner on second and one on third. 
The man on second plays almost up to third, being cer- 
tain that the opponents will not throw to second, while 
the man on third plays as far toward the plate as he 
dares; a little bit farther than that helps the play. The 
batsman gives the signal. At the moment the pitcher's 
arm moves forward the man on third and the man on 
second dash for the plate. The pitcher's delivery is like- 



192 BASEBALL 

ly to be poor as lie lias seen the start for home before 
the ball has left his hand. The batsman swings at the 
ball in such a way as to add to the catcher's discomfiture, 
but is careful not to strike it. Catcher, having the poor 
delivery and the swing to contend with and knowing 
that the runners are racing home, is very likely to be- 
come sufficiently rattled to drop the ball if not to miss 
it altogether. The writer has seen this trick tried but 
twice, but each time it netted two runs. Needless to 
say it is a risky play and one justified only by desperate 
circumstances. 

Another thick which will sometimes succeed with 
the catcher somewhat rattled is the following. There 
is a man on third and a run is needed. The batsman 
signals the runner when there is one strike and one or 
more balls called against him, strikes at the next low 
delivery, tosses aside his bat and puts out for first. The 
success of the trick depends upon the catcher being 
sufficiently rattled to throw to first, in case he has not 
caught the ball, under the supposition that the strike 
was really the third instead of the second. If he does 
throw, first-baseman is not expecting it. The runner 
starts with the throw and should reach the plate before 
the ball gets back to it. If catcher does not fall a 
victim to the conspiracy the runner holds his base and 
the batsman is called back by the umpire. If the at- 
tempt has gained nothing it has cost only one strike. 
With a poor batsman up and two out it is a play worth 
trying. 



TEAM-PLAY 193 

These are only a few of the combinations possible 
in offensive team-play. 

Team Fielding. — The defense offers fewer oppor- 
tunities for team-play than the offense, but is still capa- 
ble of many clever " combinations." In most of them 
it is necessary that catcher, pitcher and at least one 
fielder should participate directly and the rest of the 
team indirectly. There are several " combinations " in 
which pitcher, catcher and a baseman work together 
to retire a base-runner. For instance : 

There is a runner on first and a runner on third. 
The man on first tries to steal second. The second- 
baseman leaves his bag, which is instantly covered by 
short-stop, and runs in to a position well in front of the 
base, keeping his eye on the runner on third and pay- 
ing no attention to the man on first. The catcher 
throws to second-baseman. If the man on third tries to 
go home the second-baseman returns the ball to catcher. 
If he does not second-baseman sends the ball on to 
short-stop in an attempt to put out the man from first. 

Throw to Center-Fielder. — A play designed to 
coax an eager base-runner from first to second and then 
put him out is that in which center-fielder, second-base- 
man and catcher are concerned. With a man on first 
who shows his intention to steal on the slightest provo- 
cation let the catcher, second-baseman and center- 
fielder get together on signal. Center-fielder gradual- 
ly works in toward second without being noticed. 
Catcher signals for a ball wide of the batsman. Catcher 



194 BASEBALL 

throws down to second but puts the ball well over the 
baseman's head. The runner, who has been playing 
off from first, sees an opportunity to take second, as he 
thinks, and makes a run for it. The instant the ball 
leaves catcher's hand center-fielder races in to a position 
about thirty or forty feet back of second and catches 
the throw from the plate, fielding it back to second on 
the instant and in time to put out the runner. The 
play is one of the oldest of infield plays and an experi- 
enced player will not usually be taken in by it. But 
if tried on a young player it is likely to succeed. 

Forcing the Runner. — There is a way to clear 
third base of a dangerous runner, supposing there is 
also a man on second, that will succeed more often than 
it will fail. There is a runner on third and a runner 
on second. Let second-baseman play well off to the 
left of his bag and let short-stop run to the bag several 
times to make the runner think that he will cover it 
in case of a throw from the plate. Short-stop then 
goes back to his position, allowing the runner to take 
a long lead unchallenged. Second-baseman signals 
catcher and catcher signals pitcher for a ball wide of 
the batsman. As soon as the ball leaves the pitcher 
second-baseman runs for his bag. Catcher throws down 
instantly. The runner, finding himself cut off from 
second goes on to third, forcing the man ahead to the 
plate. Second-baseman throws back there in time to 
catch him. 

Fundamental Plays. — These are special plays 
called for by special conditions; there are others 



TEAM-PLAY 195 

which may be termed fundamental fielding plays 
which are of more value and which call for quite as 
much team-play. For instance, if there is a runner 
on first and the ball is hit to second base or short-stop 
the play is to second base and then, if there is still 
time, to first for a double. If every man on the team 
knows that this is the play and does his part accord- 
ingly without hesitation it is a case of team-play; on 
the other hand if the men have not been drilled in this 
the throw may go to first, putting the runner out there 
but allowing the man nearest home, the most dangerous 
runner, to get to third. In the same way, if, under the 
same conditions, the ball is hit to first-baseman or to 
third-baseman, the play is to first. Without a thor- 
ough knowledge of team-play the ball in this case may 
go to second too late to retire the runner from first. 

With men on first and third and a hit anywhere 
save to short infield the play should be to second or 
first, allowing the man on third to score, since it is 
probable that he has taken sufficient lead to allow him 
to beat out the ball if it is thrown to the plate. 

When two men are out the play should be for the 
batsman, since a run made on a third out does not 
count. An exception to this is made when the hit goes 
where an easy toss to base is certain to secure a force- 
out. In these plays every man on the nine should know 
instantly where the ball ought to go and govern him- 
self accordingly. This is common, every-day team- 
play and the most important of all. Learn this first 
and acquire signal plays afterward. 



196 BASEBALL 



VOCABTJLAKY 

Assist. — The cooperation of one fielder with a second by which a 
base-runner is or should be retired. 

Bag. — A term applied to either first, second or third base; also 
called " cushion." 

At Bat. — The side whose turn it is to score or try to score is 
said to be at bat. The term is applied in the same way to 
a batsman. 

Balk. — A balk is made when a pitcher with the view of deceiv- 
ing a batsman or a base-runner motions as if to pitch the 
ball and fails to do so. 

Ball. — The leather- covered sphere used in playing the game; a 
pitched ball which does not pass over the plate at an alti- 
tude higher than the batsman's knee and lower than his 
shoulder and at which he does not strike. 

Base-Hit. — Any hit so made that, barring an error on the part 
of the opponent, it can not be fielded in time to prevent the 
batsman from reaching first base. 

Base-Lines. — The lines leading from one base to another and 
forming the " diamond." 

Baseman. — A player whose duty it is to guard first, second or 
third base and to field all balls coming into his territory. 

Base on Balls. — First base accorded the batsman when the 
pitcher has delivered four balls to him. 

Bases. — The goals located at the four corners of the infield or 
diamond to which the players run while making or attempt: 
ing to make a tally. They are four in number, as follows: 
first base, second base, third base and home base. They are 
ninety feet distant from each other. The first three are 
marked by canvas bags, the latter by a rubber plate set flush 
with the ground. 

Base-Runner. — A batsman who is not put out at the plate be- 
comes a base-runner; also called runner. 



VOCABULARY 197 

Bat. — The wooden implement with which the ball is struck. 

Batting Ordee. — The order in which players of a side take their 
turns at bat. 

Batsman. — The player whose turn it is to stand at the home 
base and hit the ball. 

Batsman's Box. — The oblong space six feet by four feet marked 
out on either side of the home base in which the batsman 
must stand while striking at the ball. 

Battery. — The pitcher and catcher. 

Block Ball. — A ball touched while it is in play by any person 
not actively engaged at the time in the game. 

Box. — The space occupied by the pitcher; it applies also to the 
space occupied by the batsman. 

Bunt. — A short, slow hit. 

Cage. — A mask. 

Called Game. — A game terminated by the umpire. 

Catcher^ — The player whose position is behind the home base 
and who, with the pitcher, comprises the battery. 

Catcher's Lines. — Lines formed back of home base by a con- 
tinuation of the foul-lines and running to the limits of the 
field. 

Center-Fielder. — The player who occupies a position in the out- 
field between right-fielder and left-fielder. 

Chance. — An opportunity to put out a runner or to assist in 
putting him out. 

Change of Pace. — The substitution of fast balls for slow ones, 
or vice versa, on the part of the pitcher. 

Coacher. — A player who advises one of his own side while the 
game is in progress. 

Coacher's Box. — The space situated back of first and of third 
base in which the coacher must remain. 

Command. — A pitcher is said to have command of the ball when 
he is able to put it where he wants it with relation to the 
plate. 

Curve. — A pitched ball which describes an arc. There are sev- 
eral curves recognized, such as the out curve, the in curve 
and the drop curve. 



198 BASEBALL 

Dead Ball. — A pitched ball not struck at which touches any 
portion of the batter's or umpire's person or clothing with- 
out first passing the catcher. 

Deep Field. — The far outfield; also, an infielder is said to play 
a deep field when he takes a position well back from the 
base-lines. 

Diamond. — The field of play; more properly the infield. 

Drop. — A pitched ball which has a descending curve. 

Double Play. — A fielding play by which two of the opponents 
are retired. 

Earned Run. — A run made without the aid of opponent's errors. 

Error. — A misplay by which the opponent profits; specifically, a 
misplay which allows a batsman or base-runner to make 
one or more bases when perfect playing would have insured 
his retirement. Battery errors are not scored as errors. 

Fair Ball. — A pitched ball passing over the home base not lower 
than the batsman's knee nor higher than his shoulder. 

Fair Hit. — A batted ball remaining in the territory enclosed by 
the foul-lines until it has passed first or third base. 

Field. — The place where the game is played; to catch or other- 
wise recover a batted ball and throw it to a baseman or 
catcher. 

Fielders. — All members of a team except pitcher and catcher. 

First Base; First-Baseman. — The base to the right of home 
base and the player whose duty it is to guard it and field all 
balls in its vicinity. 

Fly Ball. — A ball batted into the air, as opposed to one batted 
to the ground. 

Forced Out. — A base-runner is forced out, if, when compelled to 
make room for another runner on a base, he is unable to reach 
the next base ahead of the ball or is tagged with the ball 
by an opponent. 

Forfeited Came. — A game called by an umpire and awarded to 
one team for any violations of the rules by the other team. 

Foul Ball. — A batted ball which goes into foul ground, except in 
the case of a foul tip. 



VOCABULAKY 199 

Foul-Lines. — Lines limiting the fair territory and running from 
the home base through first and third bases to the extrem- 
ity of the grounds. 

Foul Strike. — A ball batted while the batsman is out of posi- 
tion; also a foul-hit ball which under certain conditions is 
scored a strike. 

Foul Tip. — A foul hit which goes sharp from the bat to the 
catcher's hands. 

Fumble. — When a player stops a ball but loses time in handling 
it he is said to have fumbled or " juggled" the ball. 

Game. — The contest becomes a game after five innings have been 
played or if declared forfeited by the umpire before that 
time; a complete game consists of nine innings. 

Gbound Hit. — A batted ball striking the ground and continuing 
along it. 

Home Run. — A complete circuit of the bases made on a hit. 

Inning. — One of the nine periods of play; each inning is divided 
into halves and each team is at bat for half an inning at a 
time. 

Infield. — The space ninety feet square bounded by the base- 
lines. 

Infieldees. — Those playing the infield positions ; i. e., first-base- 
man, second-baseman, short-stop and third-baseman. 

Inshoot. — An in-curved ball. 

Juggle. — See Fumble. 

Left at Bat. — A player who is at bat when a third out is made 
at a base is said to have been left at bat; in which case he 
is the first man at bat for his side in the next inning. 

Left-Fieldee. — The player who occupies a position in the left 
outfield. 

Left on Base. — A runner holding a base when the third man is 
put out is said to have been left on base. 

Mask. — The wire protector worn by the catcher and sometimes 
by the umpire to protect the face. 

Muff. — A fly ball stopped but not caught. 

Nine. — The team of nine players. 
14 



200 BASEBALL 

" No Game." — The ruling of the umpire when the contest is 
stopped for any reason before five innings have been played. 

Out. — Status of batsman or base-runner after being retired by 
opponents. 

Out-Shoot. — An out-curved ball. 

Outfielders. — Right, center and left-fielders. 

Passed Ball — A pitched ball passing the catcher and allowing 
a runner to advance a base. 

Pick-Up. — A fast ball taken from the ground by a fielder. 

Pitches. — The player who delivers the ball to the batsman and 
who with the catcher comprises the battery. 

Pitcher's Box. — The oblong space from which the pitcher must 
deliver the ball to the batsman. 

Plate. — The home base. 

Player's Lines. — Lines running parallel with and fifty feet back 
from the foul-lines, starting at the catcher's lines and con- 
tinuing to the limits of the grounds. 

Put-Out. — A play by which a batsman or a base-runner is re- 
tired. 

Right-Fielder. — The player who occupies a position in the right 
outfield. 

Run Out. — A base-runner caught between bases by two or more 
opponents and tagged with the ball is said to have been run 
out. 

Sacrifice Hit. — A hit made by a batsman with a view of ad- 
vancing a runner on bases at the cost of being put out him- 
self. 

Second Base; Second-Baseman. — The base intervening between 
first base and third base, and the player whose duty it is 
to guard it and to field all balls in its vicinity. 

Score. — A record of the contest; each team has a scorer, whose 
duty it is to set down an official score as the contest proceeds. 

Scorer. — See above. 

Scratch Hit. — A hit which by fielders' errors or indecision yields 
a base and which is not truly a base-hit. 

Short Field. — That part of the outfield just back of the in- 



VOCABULAEY 201 

field; also, an infielder is said to be playing a short field 

when he takes a position in advance of the base-lines. 
Short-Stop. — The infielder playing the position between second 

and third bases. 
Shut-Out. — An inning or a game in which one side prevents the 

other side from scoring. 
Slide. — A method of reaching a base to avoid being tagged with 

the ball by sliding head first or feet first. 
Stolen Base. — A base obtained by a runner without aid from 

a hit by a batsman or an error by an opponent. 
Straight Ball. — A pitched ball without curve. 
Strike. — A pitcher's delivery which is a fair ball or at which 

the batsman strikes without hitting; also, when not more 

than one strike has been called, a foul-hit ball not caught 

on the fly, a bunt into foul territory and a foul tip caught 

by the batsman while within the lines of his position. 
Strike-Out. — A strike-out is made when a batsman, with two 

strikes called on him, fails to strike at a fair ball or strikes 

at a ball and does not hit it. 
Third Base; Third-Baseman. — The base intervening between 

second base and home base, and the player whose duty it is 

to guard it and to field all balls in its vicinity. 
Thrown Out. — A base-runner is thrown out when the catcher or 

pitcher throws the ball to a baseman in time to retire him. 
Tie Game. — A game which terminates with the scores even. 
" Time." — The order of the umpire suspending the play. 
Time at Bat. — The term spent at the bat by a batsman. 
Triple Play. — A fielding play by which three of the opponents 

are retired. 
Umpire. — The official whose duty it is to judge of plays and the 

conduct of the players. 
Wild Pitch. — A ball pitched out of reach of the catcher which 

allows a base-runner to advance one or more bases. 
Wild Throw. — A ball thrown out of reach of the player to whom 

it was directed. 



202 BASEBALL 



SCOKING 

There are a great many systems of scoring a baseball game, a 
large proportion of which are much too complicated for ordinary 
use. For the person who wishes to keep a comprehensive record 
of the game, and at the same time have enough leisure left to 
enjoy the playing the following system will answer very well. 

If possible use a regular score-book in which the spaces 
allotted to each player's turn at bat are divided into five sections, 
four corner sections and a central section. Begin by numbering 
the players as follows: Pitcher 1, catcher 2, first-baseman 3, sec- 
ond-baseman 4, third-baseman 5, short-stop 6, left-fielder 7, cen- 
ter-fielder 8, right-fielder 9. Let A, B, and C indicate first, sec- 
ond and third bases respectively. Let b stand for base on balls, 
K for struck out, T for third strike muffed, L for foul fly caught 
by catcher, e for drive missed, M for muff and W for wild throw. 
Let a double cross (XX) signify an unsuccessful attempt to force 
a runner out and put an s for a stolen base. Make a dot for 
a run. 

On a base-hit mark a cross in the upper left space, pointing 
the longer arm of the cross in the direction of the hit. If it 
is a two-base hit make two short arms to the cross, if a three- 
base hit three short arms and if a home run four short arms. 
Always score a hit when the drive is too hard or difficult for the 
fielder to handle. When in doubt favor the batsman. 

If a runner reaches first on a base-hit mark your single cross 
in the upper left space. If he steals second put an s in the upper 
right space. If he reaches third on third-baseman's fumble of 
short-stop's throw mark 6-M-5 in the lower left space. If he 
steals home on a wild throw by first baseman to the plate mark 
W-3-2 in the lower right space and make a large dot in the 
central space. 

Other examples of scoring by this system are: M-4 muffed 
fly by second-baseman, e-6 grounder went through short-stop, 9 



SCORING 203 

fly to right-fielder, 6-3 out at first, short-stop to first-baseman, 
6-4 out at second, short-stop to second-baseman, 3-A put out by 
first-baseman unassisted. If a runner is put out mark the cen- 
tral space with a 1, 2 or 3 according as he is the first, second or 
third out. 

If a player is run out between bases an assist as well as a 
put out should be awarded the fielder, provided he handled the 
ball previously in the play. Thus, 2-5-1-2 would indicate that 
catcher had caught a runner off third and had eventually tagged 
him out at the plate, third-baseman and pitcher assisting in run- 
ning the man down. 

Assists, put outs and errors should be tallied as the game 
progresses in the columns for that purpose. 



204 



BASEBALL 



BASEBALL RECORDS 

IMPORTANT COLLEGE GAMES OF 1903 

May 2 — Yale, 5; Pennsylvania, 3. 
May 9 — Pennsylvania, 7; Princeton, 3. 
May 16 — Harvard, 6; Pennsylvania, 0. 
May 18 — Cornell, 7 ; Pennsylvania, 5. 
May 23 — Princeton, 6 ; Harvard, 5. 
May 30 — Yale, 2 ; Princeton, 1. 
June 6 — Princeton, 10; Yale, 6. 
June 13 — Princeton, 7 ; Yale, 6. 
June 13 — Harvard, 9 ; Pennsylvania, 0. 
June 18 — Harvard, 5; Yale, 2. 
June 23— Harvard, 10; Yale, 6. 

1903 STANDING OF PRINCETON, HARVARD AND YALE 





Princeton. 


Harvard. 


Yale. 


Won. 


Per Cent. 


Princeton . 


1 


1 


2 
2 


3 

2 
1 


.750 


Harvard 

Yale 


.667 

.200 






Lost 


1 


1 


4 











PRINCETON-YALE GAMES SINCE 1895" 

1895— Yale, 1; Princeton, 0. 

Yale, 9; Princeton, 8. 
1896— Princeton, 13; Yale, 0. 

Yale, 7; Princeton, 5. 

Princeton, 5; Yale, 0. 

Yale, 8; Princeton, 4. 
1897— Yale, 10; Princeton, 9. 

Princeton, 16; Yale, 8. 

Princeton, 4; Yale, 3. 

Princeton, 22; Yale, 8. 



BASEBALL RECORDS 205 

1898— Princeton, 12; Yale, 7. 

Yale, 6; Princeton, 4. 

Yale, 8; Princeton, 3. 
1899— Yale, 8; Princeton, 0. 

Princeton, 6; Yale, 2. 

Princeton, 1 1 ; Yale, 4. 
1900— Princeton, 9; Yale, 3. 

Princeton, 5; Yale, 4. 
1901— Yale, 9; Princeton, 8. 

Princeton, 15; Yale, 5. 

Princeton, 5; Yale, 2. 
1902— Yale, 10; Princeton, 6. 

Princeton, 8; Yale, 5. 

Yale, 5; Princeton, 4. 
1903— Yale, 2; Princeton, 1. 

Princeton, 10; Yale, 6. 

Princeton, 7 ; Yale, 6. 

PBINCETON-IIARVABD GAMES SINCE 1895 

1895 — Princeton, 7; Harvard, 2. 

Princeton, 14; Harvard, 2. 
1896— Princeton, 17; Harvard, 9. 

Princeton, 8 ; Harvard, 6. 

Harvard, 8 ; Princeton, 5. 

Princeton, 4; Harvard, 2. 
1897— Princeton, 6; Harvard, 3. 

Harvard, 7 ; Princeton, 4. 

Princeton, 2; Harvard, 0. 
1898— Princeton, 12; Harvard, 2. 

Princeton, 9 ; Harvard, 2. 
1899— Princeton, 10; Harvard, 2. 

Princeton, 12 ; Harvard, 2. 
1900 — Harvard, 4; Princeton, 0. 

Princeton, 9; Harvard, 2. 
1902— Princeton, 7; Harvard, 0. 
1903 — Princeton, 6; Harvard, 5. 



206 



BASEBALL 



HABVABD-YALE GAMES SINCE 1895 



1895— Yale, 7; Harvard; 4. 

Yale, 5; Harvard, 0. 
1896— No game. 
1897— Harvard, 7; Yale, 5. 

Harvard, 10; Yale 8. 
1898— Harvard, 9; Yale, 4. 

Yale, 7; Harvard, 0. 

Yale, 3; Harvard, 1. 
1899— Harvard, 4; Yale, 3. 

Harvard, 13; Yale, 10. 
1900— Yale, 15; Harvard, 5. 

Harvard, 3; Yale, 0. 

Harvard, 5; Yale, 2. 
1901— Harvard, 7; Yale, 3. 

Harvard, 3; Yale, 0. 
1902— Yale, 7; Harvard, 2. 

Harvard, 10; Yale, 4. 

Harvard, 6; Yale, 5. 
1903— Harvard, 5; Yale, 2. 

Harvard, 10; Yale, 6. 



ADDITIONAL RECORDS 



BASEBALL KULES 209 



BASEBALL BITLES FOR 1904 

(By permission of the American Sports Publishing Company, owner of the copyright) 

THE BALL-GROUND 
Rule 1 
The ball-ground must be enclosed and sufficient in size to 
permit the players of the team not at bat to be stationed at the 
positions respectively assigned to them by their captain. To 
obviate the necessity for ground rules, the shortest distance from 
a fence or stand on fair territory to the home base should be 235 
feet, and from home base to the grand stand, 90 feet. 

TO LAY OFF THE FIELD 

Rule 2 • 

To lay off the lines defining the location of the several bases, 
the catcher's and the pitcher's position, and establishing the 
boundaries required in playing the game of baseball, proceed 
as follows: 

DIAMOND OR INFIELD 

From a point, A, within the grounds, project a straight line 
out into the field, and at a point, B, 154 feet from point A, lay 
off lines B and B D at right angles to the line A B; then, 
with B as a center and 63.63945 feet as a radius, describe arcs 
cutting the lines B A at F and B C at G, B D at H and B E at I. 
Draw lines F G, G E, E H, and H F, which said lines shall be 
the containing lines of the diamond or infield. 

THE CATCHER'S LINES 

Rule 3 
With F as a center and 10 feet radius, describe an arc cutting 
line F A at L, and draw lines L M and L at right angles to 
F A, and continue same out from F A not less than 10 feet. 



210 BASEBALL 

THE FOUL-LINES 

Rule % 

From the intersection point, F, continue the straight lines 
F G and F H until they intersect the lines L M and L O, and 
then from the points G and H in the opposite direction until 
they reach the boundary-lines of the ground. 

THE PLAYER'S LINES 

Rule 5 

With F as center and 50 feet radius, describe arcs cutting 
lines F O and F M at P and Q; then, with F as center again 
and 75 feet radius, describe arcs cutting F G and FHatE and 
S; then, from the points P, Q, R, and S draw lines at right 
angles to the lines F O, F M, F G, and F H, and continue the 
same until they intersect at the points T and W. 

• 

THE COACHER'S LINES 

Rule 6 

With R and S as centers and 15 feet radius, describe arcs 
cutting the lines R W and S T at X and Y, and from the points 
X and Y draw lines parallel with the lines F H and F G, and 
continue same out to the boundary-lines of the ground. 

THE THREE-FOOT LINE 

Rule 7 

With F as a center and 45 feet radius, describe an arc cutting 
the line F G at 1, and from 1 to the distance of three feet draw a 
line at right angles to F G, and marked point 2; then from 
point 2 draw a line parallel with the line F G to a point three 
feet beyond the point G, marked 3 ; then from the point 3 draw 
a line at right angles to line 2, 3, back to and intersecting with 
F G, and from thence back along the line G F to point 1. 



BASEBALL KULES 211 

THE BATSMAN'S LINES 

Rule 8 

On either side of the line A F B describe two parallelograms 
six feet long and four feet wide (marked 8 and 9), their longest 
side being parallel with the line A F B, their distance apart 
being six inches added to each end of the length of the diagonal 
of the square within the angle F, and the center of their length 
being on said diagonal. 

THE PITCHER'S PLATE 

Rule 9 

Section I. — With point F as centre and 60.5 feet as radius 
describe an arc cutting the line F B at line 4, and draw a line 
5, 6, passing through point 4 and extending 12 inches on either 
side of line F B; then with line 5, 6, as a side, describe a parallel- 
ogram 24 inches by 6 inches, in which shall be located the pitcher's 
plate. 

Sec. 2. — The pitcher's plate shall not be more than 15 inches 
higher than the base-lines or the home plate, which shall be 
level with the surface of the field, and the slope from the 
pitcher's plate to every base-line and the home plate shall be 
gradual. 

THE BASES 

Rule 10 

Section 1. — Within the angle F, describe a five-sided figure, 
two of the sides of which shall coincide with the lines F G and 
F H to the extent of 12 inches each, thence parallel with the 
line F B 8y 2 inches to the points X and Y, a straight line between 
which, 17 inches, will form the front of the home base or plate. 

Sec. 2. — Within the angles at G, I, and H describe squares, 
whose sides are 15 inches in length, two of such sides of which 
squares shall lie along the lines F G and G I, G I and I H, I H 
and H F, which squares shall be the location of the first, second 
and third bases respectively. 



212 BASEBALL 

Rule 11 

The home base at F and the Pitcher's Plate at 4 must each 
be of whitened rubber, and so fixed in the ground as to be even 
with its surface. 

Rule 12 

The first base at G, the second base at E, and the third 
base at H must each be a white canvas bag 1 filled with soft 
material and securely fastened in place at the point specified 
for it in Rule 9. 

Rule 13 

The lines described in Rules 3, 4, 5, 6, 7, and 8 must be 
marked with lime, chalk or other white material, easily dis- 
tinguishable from the ground or grass. 

THE BALL 

Rule 14 

Section 1. — The ball must weigh not less than five nor more 
than five and one-quarter ounces avoirdupois, and measure not 
less than nine nor more than nine and one-quarter inches in 
circumference. The Spalding National League Ball or the Reach 
American League Ball must be used in all games played under 
these rules. 

Sec. 2. — Two regulation balls of the make adopted by the 
League of which the contesting clubs are members, shall be deliv- 
ered by the home club to the umpire at or before the hour for 
the commencement of a championship game. If the ball first 
placed in play be batted or thrown out of the grounds or into 
one of the stands for spectators, or, in the judgment of the 
umpire, become unfit for play from any cause, the umpire shall 
at once deliver the alternate ball to the pitcher and another 
legal ball shall be supplied to him, so that he shall at all times 
have in his control one or more alternate balls to substitute for 
the ball in play in any of the contingencies above set forth. 
Provided, however, that all balls batted or thrown out of the 



BASEBALL EULES 213 

ground or into a stand, shall, when returned to the field, be 
given into the custody of the umpire immediately and become 
alternate balls, and so long as he has in his possession two or 
more alternate balls, he shall not call for a new ball to replace a 
ball that has gone out of play. The alternate balls shall become 
the ball in play in the order in which they were delivered to the 
umpire. 

Sec. 3. — Immediately upon the delivery to him of the alternate 
ball by the umpire, the pitcher shall take his position and on 
the call of "Play," by the umpire, it shall become the ball in 
play. Provided, however, that play shall not be resumed with 
the alternate ball when a fair batted ball or a ball thrown by a 
fielder goes out of the ground or into a stand for spectators 
until the base-runners have completed the circuit of the bases 
unless compelled to stop at second or third base in compliance 
with a ground rule. 

DISCOLORED OR DAMAGED BALLS 

Sec. 4. — The ball in play shall not be intentionally discolored 
by rubbing it with the soil or otherwise damaged. In the event 
of a new ball being intentionally discolored, or damaged by a 
player, the umpire shall, upon appeal by the captain of the 
opposite side, forthwith demand the return of that ball and 
substitute for it another legal ball, as hereinbefore described, 
and impose a fine of $5.00 on the offending player. 

HOME CLUB TO PROVIDE BALLS 

Sec. 5. — In every game the balls played with shall be furnished 
by the home club, and the last in play shall become the property 
of the winning club. Each ball shall be enclosed in a paper box, 
sealed with the seal of the secretary of the League and bearing 
his certificate that he has examined, measured and weighed it, 
and that it is of the required standard in all respects. The seal 
shall not be broken by the umpire except in the presence of the 
captains of the contesting teams after "Play" has been called. 



214 BASEBALL 

RESERVE BALLS ON FIELD 

Sec. 6. — The home club shall have at least a dozen regulation 
balls on the field during each championship game, ready for use 
on the call of the umpire. 

UNFIT BALL FOR PLAY 

Sec. 7. — Should the ball become ripped or in any way damaged 
so as to be, in the opinion of the umpire, unfit for use, he shall, 
upon appeal by either captain, at once call for a new ball and put 
the alternate ball into play. 

THE BAT 

Rule 15 

The bat must be round, not over two and three-fourth inches 
in diameter at the thickest part, nor more than 42 inches in 
length, and entirely of hardwood, except that, for a distance of 
18 inches from the end, twine may be wound around or a gran- 
ulated substance applied to the handle. 

NUMBER OF PLAYERS IN A GAME 

Rule 16 

The players of each club, actively engaged in a game at one 
time, shall be nine in number, one of whom shall act as captain; 
and in no case shall more or less than nine men be allowed to 
play on a side in a game. 

POSITIONS OF THE PLAYERS 

Rule 11 

The players may be stationed at any point of the field their 
captain may elect, regardless of their respective positions, 
except that the pitcher, while in the act of delivering the ball to 
the bat, must take his position as defined in Rules 9 and 30; 
and the catcher must be within the lines of his position as defined 
in Rule 3 and within 10 feet of home base, whenever the pitcher 
delivers the ball to the bat. 



BASEBALL KULES 215 

MUST NOT MINGLE WITH SPECTATORS 
Rule 18 

Players in uniform shall not be permitted to occupy seats in 
the stands, or to mingle with the spectators. 

UNIFORMS OF PLAYERS 
Rule 19 

Every club shall adopt two uniforms for its players, one to 
be worn in games at home and the other in games abroad, and 
the suits of each of the uniforms of a team shall conform in 
color and style. No player who shall attach anything to the 
sole or heel of his shoe other than the ordinary baseball shoe- 
plate, or who shall appear in a uniform not conforming to the 
suits of the other members of his team, shall be permitted to 
take part in a game. 

SIZE AND WEIGHT OF GLOVES 

Rule 20 

The catcher or first baseman may wear a glove or mitt of any 
size, shape or weight. Every other player is restricted to the 
use of a glove or mitt weighing not over 10 ounces and measuring 
not over 14 inches around the palm. 

PLAYERS' BENCHES 
Rule 21 

Section 1. — Players' benches must be furnished by the home 
club and placed upon a portion of the ground not less than 
twenty-five (25) feet outside of the players' lines. One such 
bench shall be for the exclusive use of the visiting team and the 
other for the exclusive use of the home team. Each bench must 
be covered with a roof and closed at the back and each end; a 
space, however, not more than six (6) inches wide may be left 
under the roof for ventilation. All players and substitutes of 
the side at bat must be seated on their team's bench, except the 



216 BASEBALL 

batsman, base-runners and such as are legally assigned to coach 
base-runners. Under no circumstances shall the umpire permit 
any person except the players and substitutes in uniform and 
the manager of the team entitled to its exclusive use to be seated 
on a bench. 

PENALTY FOR VIOLATION 

Sec. 2. — To enforce this rule the captain of the other side 
may call the attention of the umpire to its violation by his 
opponents, whereupon the umpire shall immediately order such 
player or players as have disregarded it to be seated. If the 
order be not obeyed within one minute the offending player or 
players shall be fined $5.00 each by the umpire. If the order be 
not then obeyed within one minute, the offending player or 
players shall be debarred from further participation in the game, 
and shall be obliged to forthwith leave the playing-field. 

A REGULATION GAME 

Rule 22 

Every championship game must be commenced not later than 
two hours before sunset and shall continue until each team has 
had nine innings, provided, however, that the game shall ter- 
minate : 

( 1 ) If the side at bat scores less runs in nine innings than 
the other side has scored in eight innings. 

(2) If the side last at bat in the ninth inning scored the 
winning run before the third man was out. 

EXTRA-INNING GAMES 

Rule 23 

If the score be a tie at the end of nine (9) innings for each 
team, play shall be continued until one side has scored more 
runs than the other in an equal number of innings, provided, 
that if the side last at bat score the winning run before the 
third man is out in any inning after the ninth, the game shall 
terminate. 



BASEBALL RULES 217 

DRAWN GAMES 

Rule 2/f' 

A drawn game shall be declared by the umpire if the score 
is equal on the last even inning played when he terminates play 
on account of darkness, rain, fire, panic, or for other cause which 
puts patrons or players in peril, after five or more equal innings 
have been played by each team. But if the side that went 
second to bat is at the bat when the game is terminated, and has 
scored the same number of runs as the other side, the umpire 
shall declare the game drawn without regard to the score at the 
last equal inning. 

CALLED GAMES 

Rule 25 

If the umpire call "Game" on account of darkness, rain, fire, 
panic, or other cause which puts patrons or players in peril, at 
any time after five innings have been completed, the score shall 
be that of the last equal innings played, but if the side second 
at bat shall have scored in an unequal number of innings, or 
before the completion of the unfinished inning, one or more runs 
than the side first at bat, the score of the game shall be the 
total number of runs each team has made. 

FORFEITED GAMES 
Rule 26 

A forfeited game shall be declared by the umpire in favor of 
the club not in fault, at the request of such club, in the following 
cases : 

Section 1. — If the team of a club fail to appear upon the 
field, or, being upon the field, refuse to begin a game for which 
it is scheduled or assigned, within five minutes after the umpire 
has called "Play" at the hour for the beginning of the game, 
unless such delay in appearing, or in commencing the game, be 
unavoidable. 

Sec. 2. — If, after the game has begun, one side refuse to 
15 



218 BASEBALL 

continue to play, unless the game has been suspended or ter- 
minated by the umpire. 

Sec. 3. — If, after play has been suspended by the umpire, one 
side fail to resume playing in one minute after the umpire has 
called "Play." 

Sec. 4. — If a team employ tactics palpably designed to. delay 
the game. 

Sec. 5. — If, after warning by the umpire, any one of the 
rules of the game be wilfully and persistently violated. 

Sec. 6. — If the order for the removal of a player, as author- 
ized by Rules 21, 58 .and 64, be not obeyed within one minute. 

Sec. 7. — If, because of the removal of players from the game 
by the umpire, or for any cause, there be less than nine players 
on either team. 

Sec. 8. — If, when two games are scheduled to be played in 
one afternoon, the second game be not commenced within ten 
minutes of the time of the completion of the first game. The 
umpire of the first game shall be the timekeeper. 

Sec. 9. — In case the umpire declare the game forfeited, he 
shall transmit a written report thereof to the president of the 
League within twenty-four hours thereafter. However, a failure 
on the part of the umpire to so notify the president shall not 
affect the validity of his award of the game by forfeiture. 

NO GAME 

Rule 27 

"No game" shall be declared by the umpire if he terminates 
play on account of rain or darkness, fire, panic, or any other 
cause which puts the patrons or players in peril before five 
innings are completed by each team. Provided, however, that 
if the club second at bat shall have made more runs at the end 
of its fourth inning than the club first at bat has made in five 
completed innings of a game so terminated, the umpire shall 
award the game to the club having made the greater number 
of runs, and it shall count as a legal game in the championship 
record. 



BASEBALL KULES 219 

SUBSTITUTES 

Rule 28 

Section 1. — Each side shall be required to have present on 
the field during a championship game a sufficient number of 
substitute players in uniform, conforming to the suits worn by 
their team-mates, to carry out the provisions of this code, which 
requires that not less than nine players shall occupy the field 
in any inning of the game. 

Sec. 2. — Any such substitute may at any stage of the game 
take the place of a player, whose name is in his team's batting 
order, but the player whom he succeeds shall not thereafter 
participate in that game. 

Sec. 3. — A base-runner shall not have another player whose 
name appears in the batting order of his team run for him 
except by the consent of the captain of the other team. 

CHOICE OF INNINGS— FITNESS OF FIELD FOR PLAY 
Rule 29 

The choice of innings shall be given to the captain of the 
home club, who shall be the sole judge of the fitness of the 
ground for beginning a game after a rain; but, after play has 
been called by the umpire, he alone shall be the judge as to the 
fitness of the ground for resuming play after the game has been 
suspended on account of rain. 

THE PITCHING RULES 

DELIVERY OF THE BALL TO THE BAT 

Rule 30 

Preliminary to pitching, the pitcher shall take his position 
facing the batsman with both feet squarely on the ground and 
in front of the pitcher's plate; and in the act of delivering the 
ball to the bat he must keep one foot in contact with the pitcher's 



220 BASEBALL 

plate defined in Rule 9. He shall not raise either foot until in 
the act of delivering the ball to the bat, nor make more than one 
step, in such delivery. 

A FAIRLY DELIVERED BALL 
Rule 31 

A fairly delivered ball is a ball pitched or thrown to the bat 
by the pitcher while standing in his position and facing the 
batsman, that passes over any portion of the home base, not 
lower than the batsman's knee, nor higher than his shoulder. 
For every such fairly delivered ball, the umpire shall call one 
strike. 

AN UNFAIRLY DELIVERED BALL 

Rule 32 

An unfairly delivered ball is a ball delivered to the bat by 
the pitcher while standing in his position and facing the bats- 
man, that does not pass over any portion of the home base 
between the batsman's shoulder and knee. For every unfairly 
delivered ball, the umpire shall call one ball. 

DELAYING THE GAME 
Rule 33 

Section 1. — If, after the batsman be standing in his proper 
position ready to strike at a pitched ball, the ball be thrown 
by the pitcher to any player other than the catcher when in the 
catcher's lines and within 10 feet of the home base (except in 
an attempt to retire a base-runner), each ball so thrown shall 
be called a ball. 

Sec. 2. — The umpire shall call a ball on the pitcher each 
time he delays the game by failing to deliver the ball to the 
batsman for a longer period than 20 seconds, excepting that at 
the commencement of each inning, or when a pitcher relieves 
another, the pitcher may occupy one minute in delivering not to 
exceed five balls to the catcher or an infielder, during which 
time play shall be suspended. 



BASEBALL EULES 221 

BALKING 

Rule 8/ t 
A balk shall be: 

Section 1. — Any motion made by the pitcher while in position 
to deliver the ball to the bat without delivering it, or to throw 
to first base when occupied by a base-runner, without com- 
pleting the throw. 

Sec. 2. — Throwing the ball by the pitcher to any base to 
catch the base-runner without stepping directly toward such 
base, in the act of making such throw. 

Sec. 3. — Any delivery of the ball to the bat by the pitcher 
while either foot is back of the pitcher's plate. 

Sec. 4. — Any delivery of the ball to the bat by the pitcher, 
while he is not facing the batsman. 

Sec. 5. — Any motion in delivering the ball to the bat by the 
pitcher while not in the position defined by Rule 30. 

Sec. 6. — Holding of the ball by the pitcher so long as, in the 
opinion of the umpire, to unnecessarily delay the game. 

Sec. 7. — Making any motion to pitch while standing in his 
position without having the ball in his possession. 

Sec. 8. — Making any motion of the arm, shoulder, hip, or 
body the pitcher habitually makes in his method of delivery, 
without immediately delivering 1 the ball to the bat. 

Sec. 9.— Delivery of the ball to the bat when the catcher 
is standing outside the lines of the catcher's position as defined 
in Rule 3. 

If the pitcher shall fail to comply with the requirements 
of any section of this rule, the umpire shall call a "balk." 

DEAD BALL 
Rule 35 
A dead ball is a ball delivered to the bat by the pitcher, not 
struck at by the batsman, that touches any part of the batsman's 
person or clothing while standing in his position, or that before 
passing or getting beyond the control of the catcher touches any 
part of the clothing or person of the umpire while he is on foul 
ground. 



222 BASEBALL 

BALL NOT IN PLAY 

Rule 36 
In case of a foul strike, foul-hit ball not legally caught, dead 
ball, or a fair-hit ball touching a base-runner, the ball shall not 
be considered in play until it be held by the pitcher standing 
in his position, and the umpire shall have called "Play." 

BLOCK BALLS 
Rule 31 

Section 1. — A block is a batted or thrown ball that is 
touched, stopped or handled by a person not engaged in the game. 

Sec. 2. — Whenever a block occurs the umpire shall declare 
it, and base-runners may run the bases without liability to be 
put out until the ball has been returned to and held by the 
pitcher in his position. 

Sec. 3. — If the person not engaged in the game should retain 
possession of a blocked ball, or throw or kick it beyond the 
reach of the fielders, the umpire shall call "Time" and require 
each base-runner to stop at the base last touched by him until 
the ball be returned to the pitcher in his position and the 
umpire shall have called "Play." 

THE BATTING KULES 

THE BATSMAN'S POSITION 

Rule 38 

Each player of the side at bat shall become the batsman 

and must take his position within the batsman's lines (as defined 

in Pule 8) in the order that his name appears in his team's 

batting-list. 

THE ORDER OF BATTING 

Rule 39 
The batting order of each team must be delivered before the 
game by its captain to the umpire, who shall submit it to the 
inspection of the captain of the other side. The batting order 



BASEBALL KULES 223 

delivered to the umpire must be followed throughout the game 
unless a player be substituted for another, in which case the 
substitute must take the place in the batting order of the retired 
player. 

THE FIRST BATSMAN IN AN INNING 

Rule 40 

• After the first inning the first striker in each inning shall be 
the batsman whose name follows that of the last man who com- 
pleted his "time at bat" in the preceding inning. 

PLAYERS BELONG ON BENCH 
Rule 41 

When a side goes to the bat its players must immediately 
seat themselves on the bench assigned to them as defined in 
Rule 21, and remain there until their side is put out, except 
when called to the bat or to act as coachers or substitute base- 
runners. 

RESERVED FOR UMPIRE, CATCHER, AND BATSMAN 

Rule 42 

No player of the side "at bat," except the batsman, shall 
occupy any portion of the space within the catcher's lines as 
defined in Rule 3. The triangular space back of the home base 
is reserved for the exclusive use of the umpire, catcher and 
batsman, and the umpire must prohibit any player of the side 
"at bat" from crossing the same at any time while the ball is 
in the hands of the pitcher or catcher or passing between them 
while standing in their positions. 

FIELDER HAS RIGHT OF WAY 
Rule 43 

The players of the side at bat must speedily abandon their 
bench and hasten to another part of the field when by remaining 
upon or near it they or any of them would interfere with a 
fielder in an attempt to catch or handle a thrown ball. 



224 BASEBALL 

THE BATTING RULES 

A FAIR HIT 

Rule 44 

A fair hit is a legally batted ball that settles on fair ground 
between home and first base or between home and third base, or 
that is on fair ground when bounding to the outfield past first 
or third base, or that first falls on fair territory beyond first 
or third base, or that touches the person of the umpire or a 
player while on fair ground. 

A FOUL HIT 
Rule 45 

A foul hit is a legally batted ball that settles on foul territory 
between home and first base or home and third base, or that 
bounds past first or third base on foul territory, or that falls 
on foul territory beyond first or third base, or touches the person 
of the umpire or a player while on foul ground. 

A FOUL TIP 
Rule 46 

A foul tip is a ball batted by the batsman while standing 
within the lines of his position, that goes sharp and direct from 
the bat to the catcher's hands and is legally caught. 

A BUNT HIT 

Rule 47 

A bunt hit is a legally batted ball, not swung at, but met 
with the bat and tapped slowly within the infield by the batsman 
with the expectation of reaching first base before the ball can be 
fielded to that base. If the attempt to bunt result in a foul, 
a strike shall be called by the umpire. 



BASEBALL RULES 225 

BALLS BATTED OUTSIDE THE GROUND 
Rule J/8 

Section 1. — When a batted ball passes outside the ground 
or into a stand the umpire shall decide it fair or foul according to 
whether the point at •which it leaves the playing field is on fair 
or foul territory. 

Sec. 2. — A fair batted ball that goes over the fence or into a 
stand shall entitle the batsman to a home run unless it should 
pass out of the ground or into a stand at a less distance than 
two hundred and thirty-five (235) feet from the home base, in 
which case the batsman shall be entitled to two bases only. 
The point at which a fence or stand is less than 235 feet from 
the home base shall be plainly indicated by a white or black 
sign or mark for the umpire's guidance. 

STRIKES 

Rule J f 9 

A strike is : 

Section 1. — A pitched ball struck at by the batsman without 
its touching his bat; or, 

Sec. 2. — A fair ball legally delivered by the pitcher at which 
the batsman does not strike. 

Sec. 3. — A foul -hit ball not caught on the fly unless the 
batsman has two strikes. 

Sec. 4. — An attempt to bunt which results in a foul. 

Sec. 5. — A pitched ball, at which the batsman strikes but 
misses and which touches any part of his person. 

Sec. 6. — A foul tip, held by the catcher, while standing within 
the lines of his position. 

FOUL STRIKE 

Rule 50 

A "Foul Strike" is a ball batted by the batsman when either 
or both of his feet is upon the ground outside the lines of the 
batsman's position. 



226 BASEBALL 

WHEN BATSMAN IS OUT 

Rule 51 
The batsman is out: 

Section 1. — If he fail to take his position at the bat in the 
order in which his name is on the batting list unless the error 
be discovered and the proper batsman replace him before a time 
" at bat" is recorded, in which case, the balls and strikes called 
must be counted in the time "at bat" of the proper batsman. 
But only the proper batsman shall be declared out, and no runs 
shall be scored or bases run because of any act of the improper 
batsman. Provided, this rule shall not be enforced unless the 
out be declared before the ball be delivered to the succeeding 
batsman. Should the batsman declared out under this section 
be the third hand out and his side be thereby put out, the proper 
batsman in the next inning shall be the player who would have 
come to bat had the players been put out by ordinary play in the 
preceding inning. 

Sec. 2. — If he fail to take his position within one minute 
after the umpire has called for the batsman. 

Sec. 3. — If he make. a foul hit other than a foul tip, as 
defined in Rule 46, and the ball be momentarily held by a fielder 
before touching the ground; provided, it be not caught in a 
fielder's cap, protector, pocket or other part of his uniform, or 
strike some object other than a fielder before being caught. 

Sec. 4. — If be make a foul strike, as denned in Rule 50. 

Sec. 5. — If he attempt to hinder the catcher from fielding 
or throwing the ball by stepping outside the lines of the bats- 
man's position, or in any way obstructing or interfering with that 
player. 

Sec. 6. — If, while first base be occupied by a base-runner, 
three strikes be called on him by the umpire, unless two men are 
already out. 

Sec. 7. — If, while attempting a third strike, the ball touch 
any part of the batsman's person, in which case base-runners 
occupying bases shall not advance, as prescribed in Rule 55, Sec- 
tion 5. 



BASEBALL BITLES 227 

Sec. 8. — If, before two hands are out, while first and second 
or first, second and third bases are occupied, he hit a fly-ball, 
other than a line-drive, that can be handled by an infielder. 
In such case the umpire shall, as soon as the ball be hit, declare 
it an infield or outfield hit. 

Sec. 9. — If the third strike be called in accordance with Rule 
49, Section 5. 

BATSMAN MUST OBEY CALL 

Sec. 10. — The moment a batsman's term at bat ends, the 
umpire shall call for the batsman next in order to leave his seat 
on the bench and take his position at the bat, and no player of 
the batting side shall leave his seat on the bench until so called 
to bat, except to become a coacher or substitute base-runner, to 
take the place of a player on his team's batting list, to comply 
with the umpire's order to leave the field, or to make way for a 
fielder. 



BASE-RUNNING RULES 

LEGAL ORDER OF BASES 
Rule 52 

The base-runner must touch each base in legal order, viz., 
first, second, third and home bases; and when obliged to return 
while the ball is in play, must retouch the base or bases in 
reverse order. He can only acquire the right to a base by 
touching it, before having been put out, and shall then be entitled 
to hold such base until he has legally touched the next base in 
order, or has been legally forced to vacate it for a succeeding 
base-runner. However, no base-runner shall score a run to count 
in the game, ahead of the base-runner preceding him in the 
batting order, if there be such preceding base-runner who has 
not been put out in that inning. 



228 BASEBALL 

WHEN THE BATSMAN BECOMES A BASE-RUNNER 

Rule 53 

The batsman becomes a base-runner: 

Section 1. — Instantly after he makes a fair hit. 

Sec. 2. — Instantly after "Four Balls" have been called by the 
umpire. 

Sec. 3. — Instantly after "Three Strikes" have been declared 
by the umpire. 

Sec. 4. — If, without making any attempt to strike at the ball, 
his person or clothing be hit by a pitched ball unless, in the 
opinion of the umpire, he plainly make no effort to get out of 
the way of the pitched ball and purposely permit himself to be 
hit. 

Sec. 5. — If the catcher interfere with him in, or prevent him 
from, striking at a pitched ball. 

ENTITLED TO BASES 

Rule 5Jf 

The base-runner shall be entitled, without liability to be put 
out, to advance a base in the following cases: 

Section 1. — If, while the batsman, the umpire calls "Four 
Balls," or award him first base by being hit by a pitched ball or 
for being interfered with by the catcher in striking at a pitched 
ball. 

Sec. 2. — If, while the batsman, a fair-hit ball strike the 
person or clothing of the umpire or a base-runner on fair ground. 

Sec. 3. — If the umpire award to a succeeding batsman a base 
on four balls, or for being hit by a pitched ball, or being inter- 
fered with by the catcher in striking at a pitched ball and the 
base-runner be thereby forced to vacate the base held by him. 

Sec. 4. — If the umpire call a "Balk." 

Sec. 5. — If a ball delivered by the pitcher pass the catcher 
and touch the umpire or any fence or building within ninety ( 90 ) 
feet of the home base. 



BASEBALL BULES . 229 

Sec. 6. — If he be prevented from making a base by the ob- 
struction of a fielder, unless the latter have the ball in his hand 
ready to touch the base-runner. 

Sec. 7. — If the fielder stop or catch a batted ball with his 
cap, glove or any part of his uniform, while detached from its 
proper place on his person. 

RETURNING TO BASES 
Rule 55 

The base-runner shall return to his base without liability 
to be put out: 

Section 1. — If the umpire declare a foul tip (as defined in 
Rule 46) or any other foul hit, not legally caught by a fielder. 

Sec. 2. — If the umpire declare a foul strike. 

Sec. 3. — If the umpire declare a dead ball, unless it be also 
the fourth unfair ball, and he be thereby forced to take the next 
base, as provided in Rule 54, Section 3. 

Sec. 4. — If the person or clothing of the umpire interfere 
with the catcher in an attempt to throw or the umpire be struck 
by a ball thrown by the catcher or other fielder to intercept a 
base-runner. 

Sec. 5. — If a pitched ball at which the batsman strikes, but 
misses, touch any part of the batsman's person. 

Sec. 6. — In any and all of these cases the base-runner is not 
required to touch the intervening bases in returning to the base 
he is legally entitled to. 

WHEN BASE-RUNNERS ARE OUT 

Rule 56 

The base-runner is out: 

Section 1. — If, after three strikes have been declared against 
him while the batsman, the third-strike ball be not legally 
caught and he plainly attempts to hinder the catcher from fielding 
the ball. 

Sec. 2. — If, having made a fair hit while batsman, such fair- 
hit ball be momentarily held by a fielder before touching the 
ground or any object other than a fielder; provided, if it be not 



230 BASEBALL 

caught in a fielder's hat, cap, protector, pocket or other part 
of his uniform. 

Sec. 3. — If, when the umpire has declared "Three Strikes" 
on him while the batsman, the third-strike ball be momentarily 
held by a fielder before touching the ground; provided, if it be 
not caught in a fielder's cap, protector, pocket or other part 
of his uniform, or touch some object other than a fielder before 
being caught. 

Sec. 4. — If, after three strikes or a fair hit, he be touched 
with the ball in the hand of a fielder before he shall have touched 
first base. 

Sec. 5. — If, after three strikes or a fair hit, the ball be 
securely held by a fielder while touching first base with any part 
of his person before such base-runner touch first base. 

Sec. 6. — If, in running the last half of the distance from 
home base to first base, while the ball is being fielded to first 
base, he run outside the three-foot lines, as denned in Rule 7, 
unless he do so to avoid a fielder attempting to field a batted 
ball. 

Sec. 7. — If, in running from first to second base, from second 
to third base, or from third to home base, he run more than 
three feet from a direct line between a base and the next one 
in regular or reverse order to avoid being touched by a ball in 
the hands of a fielder. But in case a field be occupying a base- 
runner's proper path in attempting to field a batted ball, then 
the base-runner shall run out of direct line to the next base and 
behind said fielder and shall not be declared out for so doing. 

Sec. 8. — If he fail to avoid a fielder attempting to field a 
batted ball, in the manner described in Sections 6 and 7 of this 
rule, or in any way obstruct a fielder in attempting to field a 
batted ball, or intentionally interfere with a thrown ball; pro- 
vided, that if two or more fielders attempt to field a batted ball, 
and the base-runner come in contact with one or more of them, 
the umpire shall determine which fielder is entitled to the benefit 
of this rule, and shall not decide the base-runner out for coming 
in contact with a fielder other than the one the umpire deter- 
mines to be entitled to field such batted ball. 



BASEBALL KULES 231 

Sec. 9. — If, at any time while the ball is in play, he be touched 
by the ball in the hands of a fielder, unless some part of his 
person be touching the base he is entitled to occupy; provided, 
however, that the ball be held by the fielder after touching him, 
unless the base-runner deliberately knock it out of his hand. 

Sec. 10. — If, when a fair or foul hit ball (other than a foul 
tip as denned in Rule 46) be legally caught by a fielder, such 
ball be legally held by a fielder on the base occupied by the base- 
runner when such ball was batted, or the base-runner be touched 
with the ball in the hands of a fielder, before he retouch such 
base after such fair or foul hit ball was so caught; provided, 
that the base-runner shall not be out in such case, if, after the 
ball was legally caught as above, it be delivered to the bat by the 
pitcher before the fielder hold it on said base, or touch the base- 
runner out with it; but if the base-runner, in attempting to 
reach a base, detach it from its fastening before being touched or 
forced out, he shall be declared safe. 

Sec. II. — If, when the batsman becomes a base-runner, the 
first base, or the first and second bases, or the first, second and 
third bases be occupied, any base-runner so occupying a base 
shall cease to be entitled to hold it, and may be put out at the 
next base in the same manner as in running to first base, or by 
being touched with the ball in the hands of a fielder at any time 
before any base-runner following him in the batting order be put 
out, unless the umpire should decide the hit of the batsman to 
be an infield fly. 

Sec. 12. — If a fair-hit ball strike him before touching a 
fielder, and, in such case, no base shall be run unless necessitated 
by the batsman becoming a base-runner, but no run shall be 
scored or any other base-runner put out until the umpire puts 
the ball back into play. 

Sec. 13. — If, when advancing bases, or forced to return to a 
base, while the ball is in play, he fail to touch the intervening 
base or bases, if any, in the regular or reverse order as the case 
may be, he may be put out by the ball being held by a fielder 
on any base he failed to touch, or by being touched by the ball 
in the hands of a fielder in the same manner as in running to 



232 BASEBALL 

first base; provided, that the base-runner shall not be out in such 
case if the ball be delivered to the bat by the pitcher before the 
fielder hold it on such base or touch the base-runner -with it. 

Sec. 14. — If, when the umpire call "Play," after the suspension 
of a game, he fail to return to and touch the base he occupied 
when "Time" was called before touching the next base; provided, 
the base-runner shall not be out, in such case, if the ball be 
delivered to the bat by the pitcher, before the fielder hold it on 
said base or touch the base-runner with it. 

OVERRUNNING FIRST BASE 

Sec. 15. — The base-runner in running to first base may over- 
run said base after touching it in passing without incurring 
liability to be out for being off said base, provided he return 
at once and retouch the base, after which he may be put out 
as at any other base. If, after overrunning first base, he turn 
in the direction of or attempt to run to second base, before 
returning to first base, he shall forfeit such exemption from 
liability to be put out. 

Sec. 16. — If, before two hands are out and while third base 
is occupied, the coacher stationed near that base shall run in the 
direction of home base on or near the base-line while a fielder 
is making or trying to make a play on a batted ball not caught on 
the fly, or on a thrown ball, and thereby draws a throw to home 
base, the base-runner entitled to third base shall be declared out 
by the umpire for the coacher's interference with and prevention 
of the legitimate play. 

Sec. 17. — If one or more members of the team at bat stand 
or collect at or around a base for which a base-runner is trying, 
thereby confusing the fielding side and adding to the difficulty 
of making such play, the base-runner shall be declared out for 
the interference of his team-mate or team-mates. 

Sec. 18. — If he touch home base before a base-runner pre- 
ceding him in the batting order, if there be such preceding base- 
runner, lose his right to third base. 



BASEBALL KULES 233 

WHEN UMPIRE SHALL DECLARE AN OUT 

Rule 57 

The umpire shall declare the batsman or base-runner out, 
without waiting for an appeal for such decision, in all cases where 
such player be put out in accordance with any of these rules, 
except Sections 13 and 15 of Rule 56. 

COACHING RULES 

Rule 58 

The coacher shall be restricted to coaching the base-runner, 
and then only in words of assistance and direction in running 
bases. He shall not, by words or signs, incite or try to incite the 
spectators to demonstrations, and shall not use language which 
will in any manner refer to or reflect upon a player of the 
opposite club, the umpire or the spectators. Not more than two 
coachers, who must be players in the uniform of the team at bat, 
shall be allowed to occupy the space between the players' and the 
coachers' lines, one near first and the other near third base, to 
coach base-runners. If there be more than the legal number of 
coachers or this rule be violated in any respect, the captain of 
the opposite side may call the attention of the umpire to the 
offense, and thereupon the umpire must order the illegal coacher 
or coachers to the bench, and if his order be not obeyed within 
one minute, the umpire shall assess a fine of $5.00 against each 
offending player, and upon a repetition of the offense, the offend- 
ing player or players shall be debarred from further participation 
in the game, and shall leave the playing-field forthwith. 

THE SCORING OF RUNS 
Rule 59 

One run shall be scored every time a base-runner, after having 
legally touched the first three bases, shall legally touch the home 
base before three men are put out; provided, however, that if he 
16 



234 BASEBALL 

reach home on or during a play in which the third man be 
forced out or be put out before reaching first base, a run shall 
not count. A force-out can be made only when a base-runner 
legally loses the right to the base he occupies and is thereby 
obliged to advance as the result of a fair-hit ball not caught on 
the fly. 

UMPIKE AND HIS DUTIES 

POWER TO ENFORCE DECISIONS 
Rule 60 

The umpire is the representative of the League and as such is 
authorized and required to enforce each section of this code. 
He shall have the power to order a player, captain or manager 
to do or omit to do any act which in his judgment is neces- 
sary to give force and effect to one or all of these rules, and to 
inflict penalties for violations of the rules as hereinafter pre- 
scribed. 

Rule 61 

There shall be no appeal from any decision of the umpire on 
the ground that he was not correct in his conclusion as to 
whether a batted ball was fair or foul, a base-runner safe or out, 
a pitched ball a strike or ball, or on any other play involving 
accuracy of judgment, and no decision rendered by him shall be 
reversed, except that he be convinced that it is in violation of 
one of these rules. The captain shall alone have the right to 
protest against a decision and seek its reversal on a claim that 
it is in conflict with a section of these rules. 

MUST NOT QUESTION DECISIONS 
Rule 62 

Under no circumstances shall a captain or player dispute the 
accuracy of the umpire's judgment and decision on a play. 



BASEBALL KULES 235 

CLUBS CAN NOT CHANGE UMPIRE 
Rule 63 
The umpire can not be changed during a championship game 
by the consent of the contesting clubs unless the official in charge 
of the field be incapacitated from service by injury or illness. 

PENALTIES FOR VIOLATIONS OF THE RULES 
Rule 6 k 
In all cases of violation of these rules, by either a player or 
manager, the penalty for the first offense shall be a fine by the 
umpire of $5.00, and, for a second offense, prompt removal of the 
offender from the game or grounds, followed by a period of such 
suspension from actual service in the club as the president of the 
League may fix. 

UMPIRE TO REPORT VIOLATIONS OF THE RULES 

Rule 65 
The umpire shall, within twelve hours after fining or removing 
a player from the game, forward to the president a report of the 
penalty inflicted and the cause therefor. 

Rule 66 
Immediately upon being informed by the umpire that a fine has 
been imposed upon any manager, captain or player, the president 
shall notify the person so fined and also the club of which he is 
a member; and, in the event of the failure of the person so fined 
to pay to the secretary of the League the amount of said fine 
within five days after notice, he shall be debarred from partici- 
pating in any championship game or from sitting on a players' 
bench during the progress of a championship game until such 
fine be paid. 

Rule 67 

When the offense of the player debarred from the game be of a 
flagrant nature, such as the use of obscene language or an assault 
upon a player or umpire, the umpire shall within four hours 
thereafter forward to the president of the League full particulars. 



236 BASEBALL 

WARNING TO CAPTAINS 

Rule 68 

The umpire shall notify both captains before the game, and in 
the presence of each other, that all the playing rules will be 
strictly and impartially enforced, and warn them that failure on 
their part to cooperate in such enforcement will result in offenders 
being fined, and, if necessary to preserve discipline, debarred from 
the game. 

ON GROUND RULES 

Rule 69 

Before the commencement of a game the umpire shall see that 
the rules governing all the materials of the game are strictly 
observed. He shall ask the captain of the home club whether 
there are any special ground rules, and if there be he shall acquaint 
himself with them, advise the captain of the visiting team of their 
scope and see that each is duly enforced, provided that it does 
not conflict with any of these rules. 

OFFICIAL ANNOUNCEMENTS 

Rule 10 

The umpire shall call "Play" at the hour appointed for the 
beginning of a game, announce "Time" at its legal interruption 
and declare "Game" at its legal termination. 

SUSPENSION OF PLAY 

Rule 11 

The umpire shall suspend play for the following causes: 

1. If rain fall so heavily as to cause the spectators on the open 
field and open stands to seek shelter, in which case he shall note 
the time of suspension, and should rain fall continuously for thirty 
minutes thereafter he shall terminate the game. 

2. In case of an accident which incapacitates him or a player 



BASEBALL RULES 237 

from service in the field, or in order to remove from the grounds 
any player or spectator who has violated the rules, or in case of 
fire, panic or other extraordinary circumstances. 

CALL OF TIME 

Rule 72 

In suspending play from any legal cause the umpire shall call 
"Time"; when he calls "Time," play shall be suspended until he 
calls "Play" again, and during' the interim no player shall be put 
out, base be run or run be scored. "Time" shall not be called by 
the umpire until the ball be held by the pitcher while standing 
in his position. 

DECISIONS ON BALLS AND STRIKES 

Rule 73 

The umpire shall call and count as a "ball" any unfair ball 
delivered by the pitcher to the batsman. He shall also call and 
count as a "strike" any fairly delivered ball which passes over any 
portion of the home base, and within the batsman's legal range 
as defined in Rule 31, whether struck at or not by the batsman; 
or a foul tip which is caught by the catcher standing within the 
lines of his position, within 10 feet of the home base; or which, 
after being struck at and not hit, strike the person of the batsman ; 
or when the ball be bunted foul by the batsman; or any foul-hit 
ball not caught on the fly unless the batsman has two strikes; 
provided, however, that a pitched ball shall not be called or 
counted a "ball" or "strike" by the umpire until it has passed 
the home plate. 

Rule 74 

If but one umpire be assigned, his duties and jurisdiction shall 
extend to all points, and he shall be permitted to take his stand 
in any part of the field that in his opinion will best enable him 
to discharge his duties. If two umpires be assigned to a game, 
the assistant umpire shall decide all plays at first and second 
bases. 



238 BASEBALL 

FIELD RULES 

Rule 75 

No person shall be allowed upon any part of the field during 
the progress of a game except the players in uniform, the manager 
of each side, the umpire, such officers of the law as may be present 
in uniform, and such watchmen of the home club as may be 
necessary to preserve the peace. 

Rule 76 

No manager, captain or player shall address the spectators 
during a game except in reply to a request for information about 
the progress or state of the game. 

Rule 77 

Every club shall furnish sufficient police force to preserve 
order upon its own grounds, and in the event of a crowd entering 
the field during the progress of a game, and interfering with the 
play in any manner, the visiting club may refuse to play until the 
field be cleared. If the field be not cleared within 15 minutes 
thereafter, the visting club may claim and shall be entitled to 
the game by a score of nine runs to none (no matter what number 
of innings has been played). 

GENERAL DEFINITIONS 

Rule 78 



"Play" is the order of the umpire to begin the game or to 
resume it after its suspension. 

Rule 79 

"Time" is the order of the umpire to suspend play. Such 
suspension must not extend beyond the day. 

Rule 80 

"Game" is the announcement of the umpire that the game is 
terminated. 



BASEBALL EULES 239 

Rule 81 

"An Inning" is the term at bat of the nine players representing 
a club in a game and is completed when three of such players have 
been legally put out. 

Rule 82 

"A Time at Bat" is the term at bat of a batsman. It begins 
when he takes his position, and continues until he is put out or 
becomes a base-runner. But a time at bat shall not be charged 
against a batsman who is awarded first base by the umpire for 
being hit by a pitched ball or for the illegal delivery of the pitcher 
or on called balls or when he makes a sacrifice hit. 

Rule 83 
"Legal" or "Legally" signifies as required by these rules. 



THE SCOKING EULES 

Rule 84 

To promote uniformity in scoring championship games the 
following instructions are given and suggestions and definitions 
made for the guidance of scorers, and they are required to make 
all scores in accordance therewith. 

THE BATSMAN'S RECORD 

Rule 85 

Section 1. — The first item in the tabulated score, after the 
player's name and position, shall be the number of times he has 
been at bat during the game, but the exceptions made in Rule 82 
must not be included. 

Sec. 2. — In the second column shall be set down the runs, if 
any, made by each player. 

Sec. 3. — In the third column shall be placed the first-base hits, 
if any, made by each player. 



240 BASEBALL 

THE SCORING OF BASE HITS 

Sec. 4. — A base hit shall be scored in the following cases : 

When the ball from the bat strikes the ground on or within 
the foul lines and out of reach of the fielders. 

When a fair-hit ball is partially or wholly stopped by a fielder 
in motion, but such player can not recover himself in time to field 
the ball to first before the striker reaches that base or to force 
out another base-runner. 

When the ball be hit with such force to an infielder or pitcher 
that he can not handle it in time to put out the batsman or force 
out a base-runner. In a case of doubt over this class of hits, a 
base hit should be scored and the fielder exempted from the charge 
of an error. 

When the ball is hit so slowly toward a fielder that he cannot 
handle it in time to put out the batsman or force out a base- 
runner. 

In all cases where a base-runner is retired by being hit by a 
batted ball, the batsman should be credited with a base hit. 

When a batted ball hits the person or clothing of the umpire, 
as defined in Rule 54, Section 2. 

In no case shall a base hit be scored when a base-runner is 
forced out by the play. 

SACRIFICE HITS 

Sec. 5. — In the fourth column shall be placed the sacrifice hits. 

A sacrifice hit shall be credited to the batsman who, when no 
one is out or when but one man is out, advances a runner a base 
by a bunt-hit, which results in the batsman being put out before 
reaching first, or would so result if it were handled without error. 

FIELDING RECORDS 

Sec. 6. — The number of opponents, if any, put out by each 
player shall be set down in the fifth column. Where the batsman 
is given out by the umpire for a foul strike, or fails to bat in 
proper order, the put-out shall be scored by the catcher. In case 
of the base-runner being declared "out" for interference, running 



BASEBALL EULES 241 

out of line, or on an infield fly, the "out" should be credited to the 
player who would have made the play but for the action of the 
base-runner or the announcement of the umpire. 

Sec. 7. — The number of times, if any, each player assists in 
putting out an opponent shall be set down in the sixth column. 
An assist should be given to each player who handles the ball in 
aiding in a run-out or any other play of the kind, except the one 
who completes it. 

An assist should be given to a player who makes a play in time 
to put a runner out, even if the player who could complete the 
play fail, through no fault of the assisting player. 

And generally an assist should be given to each player who 
handles or assists in any manner in handling the ball from the 
time it leaves the bat until it reaches the player who makes the 
put-out, or in case of a thrown ball, to each player who throws 
or handles it cleanly, and in such a way that a put-out results, or 
would result if no error were made by a team-mate. 

Assists should be credited to every player who handles the ball 
in the play which results in a base-runner being called "out" for 
interference or for running out of line. 

ERRORS 

Sec. 8. — An error shall be given in the seventh column for each 
misplay which prolongs the time at bat of the batsman or allows 
a base-runner to make one or more bases when perfect play would 
have insured his being put out. But a wild pitch, a base on balls, 
a base awarded to a batsman by being struck by a pitched ball, 
an illegal pitch, a balk and a passed ball, each of which is a 
battery and not a fielding error, shall not be included in the 
seventh column. 

An error shall not be charged against the catcher for a wild 
throw in an attempt to prevent a stolen base, unless the base- 
runner advance an extra base because of the error. 

An error shall not be scored against the catcher or an infielder 
who attempts to complete a double play, unless the throw be so 
wild that an additional base be gained. 

In case a base-runner advance a base through the failure of a 



242 BASEBALL 

baseman to stop or try to stop a ball accurately thrown to his 
base, he shall be charged with an error and not the player who 
made such throw, provided there were occasion for it. If such 
throw be made to second base the scorer shall determine whether 
the second baseman or shortstop shall be charged with an error. 

STOLEN BASES 

Sec. 9. — A stolen base shall be credited to the base-runner 
whenever he advances a base unaided by a base hit, a put-out, a 
fielding or a battery error. 

Rule 86 

The Summary shall contain: 

Section 1. — The score made in each inning of the game and 
the total runs of each side in the game. 

Sec. 2. — The number of stolen bases, if any, by each player. 

Sec. 3. — The number of two-base hits, if any, made by each 
player. 

Sec. 4. — The number of three-base hits, if any, made by each 
player. 

Sec. 5. — The number of home runs, if any, made by each 
player. 

Sec. 6. — The number of double and triple plays, if any, made 
by each side, and the names of the players assisting in the same. 

Sec. 7. — The number of innings each pitcher pitched in. 

Sec. 8. — The number of base hits, if any, made off each pitcher. 

Sec. 9. — The number of times, if any, the pitcher strikes out 
the opposing batsmen. 

Sec. 10. — The number of times, if any, the pitcher gives bases 
on balls. 

Sec. 11. — The number of wild pitches, if any, charged to the 
pitcher. 

Sec. 12. — The number of times, if any, the pitcher hits a bats- 
man with a pitched ball. 

Sec. 13. — The number of passed balls by each catcher. 

Sec. 14. — The time of the game. 

Sec. 15. — The name of the umpire. 



TRACK AND FIELD ATHLETICS. 

Edited by W. A. Schick, Jr., Harvard, '05, 



INTRODUCTION 

The schoolboy who goes in for track or field ath- 
letics should bear in mind at the outset that his future 
value as an athlete depends very largely on whether 
or not he overdoes things in the early years of train- 
ing. Many a promising sprinter, runner or jumper 
has been spoiled in the making; many a boy whose per- 
formances on the school track or turf promised great 
things for his college has fizzled out completely just 
when he should have attained his greatest power. More 
often than not it is the athletic trainer who is to blame. 
Trainers — not all, by any means, but a large propor- 
tion of them — allow their ambitions to turn out win- 
ning teams to get the better of their common sense. 
Schoolboys are capable of a good deal of hard work, 
but they are not capable of the amount of work that 
a college man is. Trainers are prone to lose sight of 
this. A boy that is driven too hard will nine times out 
of ten completely lose nervous force, and nervous force 
is the prime factor of athletic success. The age at 
which a boy may safely begin hard training varies in 
different cases. Ordinarily a boy under sixteen should 

245 



246 TKACK AND FIELD ATHLETICS 

do very little work if lie hopes to attain success in col- 
lege. Even at sixteen hard work is harmful unless the 
muscles and nervous energy have been developed by 
ordinary light exercise. 

Specialization to be Avoided. — Besides driving 
their charges too hard many trainers deny them a 
thorough development of their powers by allowing 
them to indulge in the form of athletics which they 
like best to the exclusion of all others. The result is 
that they are but partially developed physically, a fact 
which may not trouble them for a while, but which in 
later life will handicap them greatly. The rightful 
purpose of physical training in schools is to turn out 
strong, healthy boys with all-round developments, and 
not specialists. After a boy has reached his growth 
and come into the full endowance of power it is time 
enough for him to put general training aside and go 
in for some one special form of athletics. 

A remarkable example of the all-around athlete was 
Alvin C. Kraenzlein, of the University of Pennsylva- 
nia. At twenty-three years of age he had no equal in 
the world for excellence in various branches of ath- 
letics. He was the best broad jumper in the world 
(24 feet 4^ inches), the best hurdler at all distances, 
an excellent 100-yards sprinter, and a wonderful per- 
former with the hammer, shot and discus. He was also 
proficient at high jumping and pole-vaulting. 

This does not mean that a schoolboy should not 
select sprinting or long-distance running or some 



INTRODUCTION 247 

other specialty and strive to excel at it, but that he 
should not do so to the detriment of his general all- 
round physical development. And because trainers 
are liable to err in this matter it becomes necessary 
for the boy himself to be on his guard and to a certain 
extent become his own trainer. The boy who goes in 
for athletics should try to bring himself forward grad- 
ually so that the zenith of his athletic powers will be 
reached not in the last year at school but rather in the 
second or third year at college. And even if he does 
not intend to enter college his course should be the 
same, for a boy whose nervous force has been sapped 
from him by the time he leaves school is in poor con- 
dition to enter a career of any sort. 

Diet. — It is not possible to lay down hard and fast 
rules in the matter of diet for track or field athletes. 
For various reasons — one of which is the variety of 
material going to make up a track team — a strict diet is 
neither feasible nor advisable. In every team there will 
be fellows on whom a radical change in diet will work 
harm rather than good. It is well to have the team 
at a training-table, but ordinarily four weeks prior to 
the big meet will be time enough to start them there. 
The things for the trainer to guard against are fast 
eating and overeating rather than any special food, al- 
though, of course, dishes such as pies and heavy pastry 
which are likely to produce biliousness should be left 
out of the menu. Regularity and good cooking are 
essential, as are plenty of sleep, fresh air and lots of 



248 TRACK AND FIELD ATHLETICS 

pure water. With these there should be an atmosphere 
of cheerfulness. 

What to Wear. — The costume for the sprinter, 
runner or hurdler should consist of a light-weight shirt 
— mercerized cotton is very satisfactory — without 
sleeves, trunks of china silk, sateen, cambric or silesia 
that reach to just above the knees and are sufficiently 
full everywhere to make binding impossible, and shoes 
of soft calf or kangaroo leather, with the usual six 
spikes in the toes. In the case of the hurdler two addi- 
tional spikes set near the sides of a low heel are neces- 
sary. For practise a pair of light cotton socks should 
be worn to render the shoes more snug and keep them 
from chafing the feet. In competition a pair of cham- 
ois-leather pushers take the place of the socks. Grips 
should be made of soft cork, and if elastics are attached 
to slip over the backs of the hands their usefulness is 
enhanced. 



TRACK ATHLETICS 
I. Sprinting 

The sprinter and the long-distance runner are as 
widely apart in make-up as the pole-vault er and the 
shot-putter. A sprinter must have at the outset a 
strong heart, quick, supple muscles and lots of will. 
Agility of body and high nervous force make the suc- 
cessful sprinter. The long-distance runner requires 
different qualities. 

The ideal sprinter need be neither long nor short; 
he may be either, so long as he develops his stride to 
suit. But he has a broad back, strong abdominal mus- 
cles and long legs with the muscles small rather than 
large and very quick. Between B. J. "Wefers and A. F. 
Duffy there is a difference of eight inches in height 
and forty-five pounds in weight, TVefers standing 6 feet 
1 inch and weighing 185 pounds, and Duffy being 5 
feet 5 inches high and weighing 140 pounds. 

Training for the sprints — and by this is meant the 
indoor events, the 40-yards dash and the 300-yards run, 
as well as the outdoor 100- and 220-yards dashes — re- 
quires long, hard and patient work as compared with 
training for the distances, although having once learned 

how and reached condition the work is far easier than 
17 249 



250 TRACK AND FIELD ATHLETICS 

in the latter. Erom the 40 yards to the 300 the re- 
quirements are the same and the training is so nearly 
similar that it is not necessary to give separate instruc- 
tions for each. In all of these events it is the start that 
counts, and consequently it is not possible for a sprinter 
to become too proficient at it. 

Prior to 1890 all sprinters stood erect upon their 
marks with one arm extended. At the sound of the 
pistol that arm was brought sharply down and the 
sprinter leaped forward. The start was not greatly dif- 
ferent from that used for distance running. Nowadays 
every sprinter uses the college start (also variously 
known as the " kangaroo," " all-fours," and " crouch- 
ing " start) or some variation of it. 

The Crouching Start. — This method of starting 
was discovered by accident in 1890 by Lee, at that time 
a crack sprinter of the New York Athletic Club and 
lat^iTchampion of the world. One morning Lee and a 
number of other sprinters were limbering up at Travers 
Island. Lee got away so much quicker than the others 
that the short dashes all resulted in his favor. Finally, 
merely as a joke, he offered to handicap himself, and 
got down on his hands and knees, then on knees and 
toes, and finally hit upon the position as used to-day. 
The start proved to be anything but a handicap and 
Lee gained several yards every time he used it. 

After a week spent in perfecting it Lee tried it in 
public. He lost his race and his companions jeered at 
what they called his " fool dog start." About a month 



TRACK ATHLETICS 251 

later, on June 28, 1890, the " fool dog start " had its 
vindication, Lee beating Fred Westing for the Eastern 
Championship in a 220-yard dash at Staten Island. 
Westing at that time was champion of America, Can- 
ada and England and practically champion of the world, 
and was noted far and wide for the quickness of his 
starts. On this occasion, however, the " fool dog start " 
got its inventor away fully two yards to the good and 
Westing was defeated in a close finish. Two years later 
Lee's start was accepted by experts in this country and 
Canada as being the fastest known, and in England a 
few professionals tried it. It was not, however, until 
1895, when the team of the London Athletic Club 
visited this country, that British amateurs recognized 
the value of the start and adopted it. Lee himself ex- 
plained the value of it as follows: 

" The beauty of this start is that there can be no 
false motion, no backward. step when the pistol cracks. 
You dig your holes for your feet, and place your fingers 
on the mark and lean all your weight upon them, with 
your upper body out over the mark. The instant you 
lift your fingers from the mark you begin to fall for- 
ward, and you must run, and run hard, or you will fall 
on your face. That it is the natural and proper way to 
start its universal use proves." 

How to Start. — The college start should be used 
for all distances from thirty to three hundred yards. 
The left foot is placed about six inches back of the 
mark, the other foot about two feet back of that. Get 



252 TKACK AND FIELD ATHLETICS 

a firm hold for each foot by digging deep depressions 
in the track. The arms shuld be straight and the 
finger-tips should rest on the mark with the thumbs 
in line with the toes of the forward foot. Some 
sprinters put their knuckles to the ground, but the fin- 
gers supply more spring. If the running corks are sup- 
plied with elastics to slip over the backs of the hands 
it will not be necessary to keep hold of them. While 
waiting for the command to get set let yourself down 
comfortably on the knee of the rear leg. 

At the word " Set! " the runner throws his weight 
forward as far as he can without toppling over, keeping 
his head back so that he has a clear view of the track. 
The weight of the body should now be shared about 
equally by the front leg and the hands. In this position 
a strong steady balance can be maintained for some 
time. At the sound of the pistol the hands are raised, 
the rear foot pushes off with all possible force and the 
weight of the body is thrown suddenly on to the front 
leg. The runner is now falling forward, and if he makes 
no further effort will land prone on his face. But the 
back leg is brought quickly to the front and the runner 
takes two or three strides in a crouching position, grad- 
ually bringing himself erect as he recovers his equilib- 
rium. Any attempt to straighten up at once will undo 
the work. Dive forward and put every effort into the 
first five or six strides in order to get into pace as soon 
as possible. Much depends upon this; a quick start is 
good, but , it is possible for a runner to lose what advan- 



TKACK ATHLETICS 253 

tage lie has gained from the start by neglecting to sum- 
mon every muscle to his aid in the first few strides. 
Endeavor to run straight, putting one foot directly in 
front of the other as far as possible. The feet should 
meet the ground pointing straight forward and not at 
an angle, as in walking. The arms should be left to 
take care of themselves, as they will at once adjust 
themselves to the motion of the body. The start is 
more than half the battle and should be practised fre- 
quently, taking care, however, not to overdo it. Too 
many starts, especially at the commencement of prac- 
tise, will render the muscles of the legs sore and stiff, 
and the runner will find that instead of increasing his 
speed he has lessened it. Early in the season four or 
five starts a day will in most cases prove as much as 
the runner can stand. He should get off his mark at 
the report of a pistol and go fifteen yards or so at his 
best speed, being careful always to work in good form. 

The Pace. — Five or six strides should bring the 
runner into his pace, body erect save for a slight for- 
ward inclination and chin held well in. The arms will 
look after themselves until the pace is found, and as a 
general thing after that. But occasionally it is -neces- 
sary to correct a disposition on their part to swing back 
of the body. This serves in a measure to retard the 
speed. The arms should swing from the elbows rather 
than from the shoulders and always in advance of the 
body rather than alongside. 

The Stride. — Every runner must find his own 



254 TEACK AND . FIELD ATHLETICS 

stride; what it is to be depends on the length of leg. 
To a certain extent the runner with long legs has an 
advantage over the one with short legs, yet the latter 
by a rapid succession of shorter strides can often equal- 
ize matters, since a long stride must of necessity be 
slower. Don't strain after a long stride. If you can 
accomplish it naturally well and good; if you can not, 
use the stride nature intended you should. Eorm is 
what counts in sprinting, and a short stride may be in 
just as good form as a long one. 

Be sure to land on the front of the foot, that is, the 
toes and the ball, and not on the toes alone. The foot 
should come down very nearly flat to the track, but the 
heel should not touch. Never kick your heels up be- 
hind, as by so doing you cause loss of locomotion and 
speed by making the legs trail through a greater space 
than is necessary. Care should be taken to come down 
upon the ground lightly at every step. This is some- 
thing that may be easily learned in practise and is far 
more important than it sounds, since much jarring soon 
tires the muscles and nerves. 

Training. —As has been said, the training necessary 
for the four events which are grouped under the gen- 
eral title of sprints, i. e., the 40-yards, the 100-yards, the 
220-yards and the 300-yards dashes, is much the same ; 
yet there must of necessity be some difference between 
preparing for a 40-yards dash indoors and a 220-yards 
dash on the cinders. Whatever the event or events to 
be trained for the runner should not undertake serious 



TKACK ATHLETICS 255 

work until by preliminary training of a general sort 
he has hardened and quickened his muscles and brought 
his body as a whole to a condition where moderately 
hard work will not exhaust it. The 40-yards dash is 
just a dash and no more, a wild scramble of some twenty 
odd strides consuming from start to finish but four and 
a half or five seconds. In short, it is a prolonged start, 
and in it more than in any other event the start is the 
principal thing. In training for it it is best to run the 
entire distance at every attempt, using every effort to 
start quickly and get the pace not later than the fourth 
stride. After that there is no possibility for the slight- 
est let up; in point of fact, the 40-yards man should 
increase his speed all the way to the tape and finish at 
the best speed he is capable of. 

The 100-yards man should begin his active training 
by practising three or four starts and then going on 
for about 50 yards at three-quarters speed. Increase 
the severity of the work very gradually and stop the 
moment fatigue comes. After a few days make a point 
of running the entire 100 yards at three-quarters speed, 
but only do that distance at full speed once a week. 
The three days preceding the contest should be days of 
rest. On the first two take some slow work in order to 
keep the muscles in good condition and on the last lay 
off entirely. 

All this applies to the 220 yards in a general way, 
though of course the runner must accustom himself to 
longer trials in this case. For ordinary work from 150 



256 TKACK AND FIELD ATHLETICS 

to 175 yards is a good distance to cover, reserving the 
full 220 for a special once-a-week effort. The 300-yards 
man should substitute 200 yards for every-day trials. 
It is an excellent general rule that a runner should not 
run a trial for more than two-thirds of his distance save 
once a week. Never start a race without first warming 
up thoroughly and never slow up suddenly afterward. 
A sprained tendon or a torn muscle may result in either 
case. This is important. 

When running never look behind and never allow 
the actions of the other competitors to worry you. Pay 
no heed to them, but give all thought and effort to your 
race. Breathe naturally — that is, through the mouth. 
When you near the finish-line don't let up in your 
speed no matter how sure of the race you may feel. 
Try to keep the body well forward at the finish. There 
is always a tendency to draw back the head and shoul- 
ders when tired, which greatly retards the speed. Fin- 
ish hard. It is better to throw the chest forward and 
allow the arms to swing naturally than to throw the 
latter into the air. Slow down by degrees. 

II. Middle-distance Running 

The middle distances include the quarter-mile run 
(440-yards dash), the 600-yards run (an indoor event), 
the half-mile run (880-yards dash) and the 1,000-yards 
run (an indoor event). In each of these speed must 
be reenforced by endurance. The quarter-mile as run 



TKACK ATHLETICS 257 

nowadays usually consists of a first 100 yards at a speed 
as near ten seconds as possible followed by 340 yards 
in something about forty seconds. In other words, it is 
necessary to do the first hundred yards at top speed and 
then have staying power sufficient to enable you to keep 
up a speed very little short of that to the end. This is 
true also of the 600 yards. In the half-mile event en- 
durance comes to the fore and speed — such speed, at 
least, as we associate with the sprinter — is of second- 
ary consideration. The 1,000-yards run, since it is an 
indoor event and performed on a short track with raised 
turns, is naturally a comparatively slow performance. 

Preliminary Work. — The candidate for any of the 
middle distances should begin his work as soon as the 
snow is off the ground in the spring. Daily walks and 
jogs covering from two to three miles across country 
should be followed by baths and brisk rub-downs. 
From a fortnight to a month of this preparation should 
put the runner in hard physical condition and give him 
a very considerable lung power. 

The Quarter-Mile. — As soon as it is possible to 
get on to the track begin by running two 220-yard dis- 
tances at three-quarters speed, resting between. On 
the following day do a moderate mile. In a similar way 
alternate long and short distances for the next six 
weeks, doing a fast 100 yards now and then to develop 
sprinting ability and not oftener than once in two weeks 
going the quarter-mile at top speed. Two or three 
times a week the crouching start should be practised. 



258 TKACK AND FIELD ATHLETICS 

The first part of a quarter-mile race is usually a short 
dash to secure the pole, which is a decided advantage, 
and consequently much may depend upon the runner's 
ability to get off his mark quickly. 

This should bring you to about the first week in 
May, when speed trials may become more frequent and 
when it will be well to pay more attention to sprinting. 
It is very important that you should be able to tell 
accurately how fast you are running. This is a dim- 
cult trick to learn, but by having some one hold a watch 
on you two or three times a week for various distances, 
such as the 100, 150, and 300 yards, you will soon be 
able to judge your pace very accurately. As in the 
sprints, no work other than mere muscular exercise 
should be performed during the three days preceding 
the contest and no speed trial should be held later than 
a week before the meet. 

The pace is the same as for the sprints. The form 
too is identical save that possibly the body should be 
kept more nearly erect. 

The quarter-mile affords little opportunity for strat- 
egy and the best rule is, Get the lead and hold it. After 
that keep well within yourself in order to finish as 
strong as possible. As in the sprints, don't worry about 
the others, but keep your eyes ahead and your mind 
on the contest. 

The Half-Mile. — There is not much to say of the 
half-mile that has not been said of the quarter. The 
early spring work should be the same, while the track 



TKACK ATHLETICS 259 

preparation may be conducted on the same general 
lines; alternate long and short runs, an occasional sprint 
to develop the ability to spurt when necessary — ob- 
serving care here lest sprained muscles result — and a 
fortnightly speed trial over the full distance. The half- 
miler is even more dependent for success on his ability 
to judge his pace than is the quarter-miler, and this 
ability should be one of the first things gained. The 
start for. the half-mile is usually the standing-start, 
though of course there is no reason why the college 
start should not be used if desired. At least the half- 
miler should know how to start from the crouching posi- 
tion quickly since it will sometimes happen that his 
success will depend to some extent on his being able 
to get the pole at the beginning of the race. 

Generalship. — The half-mile, like the mile and 
two-mile runs, and unlike the sprints and the quarter, 
affords an excellent chance for generalship, individual 
and team. A runner who is trained to run the first 
half of the distance at high speed in the hope of being 
able to distance the field and then by sheer dogged 
endurance hold his place will often fall victim to the 
runner who is trained to let some one else set the pace 
and then show a wonderful burst of speed on the last 
half lap. When there are two or more entries from 
the same team the race should be planned beforehand. 
Things don't always happen just as they are supposed 
to, but in almost every case a little planning will help, 
while more often than not it will save the day. Study 



260 TKACK AND FIELD ATHLETICS 

your opponent's work and study the performances of 
the best men at your distance. And stick to your dis- 
tance; if you are a half-miler do not in competition 
try for the quarter or the mile. There is glory enough 
in being a good half-miler and unless you are much 
above the ordinary that will give you all the work you 
can stand. 

III. Long-distance Running 

Long-distance running is the antithesis of sprinting. 
In the sprint speed is everything; in the mile and two- 
mile runs endurance is the first requirement. 

Training should begin early in the winter with 
calisthenics in the gymnasium to strengthen the back 
and abdominal muscles. As soon as the runner can 
get outdoors he should start to work strengthening the 
heart and lungs by jogging slowly over a half mile the 
first day, a mile the second and then, if he does not 
find himself fatigued, going the next day two, three 
or four miles at an easy pace. Perseverance is what 
counts, and that and a cheerful willingness to work 
will win out in the end, for long-distance running is one 
of the things one does not have to be born to; with 
health, patience and perseverance any boy may develop 
himself into a creditable miler. 

A long, comfortable stride should be sought for. 
This does not mean that you are to exhaust yourself 
day after day trying to attain a length of stride which 
your build naturally prohibits; only that you should 



TRACK ATHLETICS 261 

seek to lengthen your stride by just that little which 
is probably within your power to attain and which may 
mean a good deal in the contest. 

Do not get it into your head that because you are 
training for the distances you are not required to do 
any fast work. Mr. Malcolm Ford has laid down the 
following schedule for a man who is training for the 
mile run : 

" Monday, three-quarters of a mile. 

" Tuesday, a fairly fast 600 yards, followed by a 
few sprints of 50 or 100 yards. 

" Wednesday, a steady one mile. 

" Thursday, one-half mile at an easy pace. 

" Saturday, some sprinting ranging up to 440 
yards." 

It may be seen from this that the distance man 
should practise sprinting in order that he may be able 
to show a burst of speed at the finish if necessary. 

It is well for the runner to train slightly over his 
distance; if he can do a mile and a half in practise so 
much the better, even if he is to do only the mile in 
competition. Endurance is the thing to work for, and 
endurance means strength of heart and lungs and mus- 
cles. By running over his distance the miler or two- 
miler will not only strengthen these but will also learn 
to regulate his breathing — a difficult feat at first 
— and accumulate sufficient energy in reserve to en- 
able him to increase his speed in the last 100 yards of 
the race. 



262 TEACK AND FIELD ATHLETICS 

It is possible, however, to overdo this and to 
weaken rather than strengthen the heart and to wear 
down the system by doing excessive distances in train- 
ing. Running over your distance does not mean doub- 
ling or tripling it. 

The milee and two-mileb, like the half-miler, 
should know how fast he can run the quarter, half, three- 
quarters and distance. He must be a good judge of pace. 
In a contest he should hold himself down to his speed 
no matter what efforts his competitors may make to 
draw him out. He should run on his own time and 
pay no heed to what the others are doing. On the last 
quarter he should resist all temptation to shorten his 
stride and run out of form. The temptation to do so 
will be strong to the inexperienced runner; he is be- 
coming tired, the field is going by him and the main 
thing seems to him to be to hurry up at any cost. But 
don't do it. Keep your form every minute and don't 
clip your stride. If you have been running over your 
distance in practise perhaps you will be able in the last 
hundred yards to alter your gait to the quarter-miler's 
and finish in a hard sprint. 

Be wary always of overwork while training; one 
day's overexertion will often counteract a whole week's 
progress. 



TEACK ATHLETICS 263 

IV. Hurdling 

The hurdling events are as follows: 

High Hurdles— 120 yards; 10 hurdles 3 feet 6 
inches high placed 10 yards apart with 15 yards clear 
at start and finish. 

Low Hurdles — 220 yards; 10 hurdles 2 feet 6 
inches high placed 20 yards apart with 20 yards clear 
at start and finish. 

Indoor Hurdles — 45 yards; 4 hurdles 2 feet 6 
inches high placed 10 yards apart. 

The boy who goes in for the hurdles must be will- 
ing to work hard and progress slowly. It has been 
said that sprinters are born and not made. If true of 
sprinters it is doubly so of hurdlers. The hurdler re- 
quires all the attributes belonging to the sprinter, and 
others beside. He must be strong, exceptionally supple 
and must possess skill, nerve, dash and a cool head. To 
excel in his line he must devote several years of hard 
and patient practise to it. This may sound discour- 
aging, and to offset it the reader is reminded that the 
hurdler who succeeds accomplishes as much as it is pos- 
sible to accomplish by devoting oneself to a single form 
of athletics, and gains an all-round physical develop- 
ment which few other forms supply. 

Preliminary Training. — The hurdler's education 
begins in the gymnasium with calisthenics to develop 
the muscles of the body, and more especially those be- 
low the waist. Rising alternately on toes and heels 



264 TRACK AND FIELD ATHLETICS 

and doing the double jump on the former are exercises 
which should be practised daily. Raising the legs al- 
ternately until the knees are level with the armpits; 
throwing one leg, bent at the knee, forward and up 
and the other, bent at the knee, backward and up; and 
moving the body from the waist upward from left to 
right and from right to left without moving the feet 
are exercises especially beneficial to the hurdler. An 
easy jog on the running track or out of doors when 
the weather permits should be indulged in at least every 
other day during the preliminary training. 

Outdoor Work. — As soon as the ground is in con- 
dition for outdoor work get on to the cinders every 
day for a week. Begin by jogging and follow that up 
with spirited sprints for short distances, lifting the 
knees high and looking carefully after form, which 
should be that of the 100-yard sprinter. Practise the 
college start until you can get away sharply with the 
crack of the pistol. 

Whether you are going in for the high hurdles or 
the low hurdles you must display no hesitation, but 
take the rails at a dash. Therefore one of the very 
first things to do is to overcome all nervousness. To 
do this put up one hurdle at its proper distance from 
the mark and practise taking it three or four times 
daily until all hesitation is gone. Always start with a 
pistol. When you are able to go over the first hurdle 
without any let-up at the take-off put up two more and 
try those until the pace between hurdles is fairly well 



TEACK ATHLETICS 265 

mastered. Don't be in a hurry to negotiate the entire 
flight and don't go over the hurdles more than four 
times in a day; if four times is too much for your 
strength cut it down to three or two. Four days of 
hurdling and two of starting and sprinting should com- 
pose the week. After you have advanced to the point 
where you can take the full flight at a moderate pace 
be careful not to overdo things, and lay off from all 
work at the first indication of staleness. Take the full 
flight at top speed not more than once a week, no matter 
how strong you may feel nor how proficient you think 
yourself. And do not go near the hurdles for three 
days before a contest. 

Aside from the hurdle work the training for the 
hurdler is similar to that of the sprinter. Sprints of 
from 40 to 130 yards on the flat if training for the high 
hurdles, or from 80 to 230 yards if training for the 
low, starts, occasional one- or two-mile walks across 
country on days when there is no track work to 
strengthen the heart and lungs are all necessary. Ex- 
tremely long walks should, however, be avoided, as they 
tend to bind the leg and thigh muscles. 

At the Hurdles. — In the high hurdles the first 
hurdle is 15 yards from the mark. The hurdler should 
use the crouching or college start, get away with the 
pistol and find his pace by the time the fourth stride 
has been taken. How long his take-off is to be is of 
course governed by his length of leg. Usually the first 

hurdle is taken from about 6 feet 6 inches distant. 

18 



266 TKACK AND FIELD ATHLETICS 

There must be no lessening of the pace; the hurdler 
should go at the jump with speed and dash. Most 
hurdlers take off from the right foot. 

Remember that it is better to top the bar than to 
go too high; every unnecessary inch above the hurdle 
is an inch wasted. On the take-off the body should be 
well doubled as the first leg clears the bar. If the 
right leg goes over first the right arm should be thrown 
smartly forward; the left arm is then brought quickly 
forward as the other leg goes over; on landing the 
hurdler is in a natural position to take up the running 
again. Speed between hurdles is everything. The dis- 
tance between the high hurdles is 30 feet. In taking 
the first hurdle the hurdler will consume about 6 feet 
of that distance. His take-off for the next hurdle 
should be 6 feet 6 inches away from it. There re- 
mains therefore 17 feet to be covered by running. This 
distance must be taken, if possible, in three strides. The 
hurdler who has to use four will find himself taking off 
for the first hurdle on one foot and for the second on 
the other, and so on for the entire flight, and unless 
he is as clever on one as on the other he is at a great 
disadvantage with the man who uses but three strides 
and takes off from the same foot each time. 

Care should be taken in landing from the jump to 
come down not on the toes alone but on the hall and 
toes. The necessary spring is then obtained by throw- 
ing the weight from the ball to the toes. When the 
first foot touches the ground the other should be in 



TEACK ATHLETICS 267 

position to swing forward for a first stride of moderate 
length. 

Between Hurdles. — Practise alone will determine 
how best to divide the territory between jumps. If the 
first stride is about 5 feet 4 inches, the second about 
7 feet and the third about 4 feet 8 inches, the hurdler 
will usually reach the next take-off in good shape for 
the jump. He should guard against making the first 
stride too long. There is always a strong temptation 
to do this with the idea of covering the distance. But 
the first must be comparatively short and taken with the 
next two in mind. It is by the first stride that impetus 
for the others is obtained. A stride of about 5 feet 
4 inches will bring the hurdler to the next step with 
plenty of rush to carry him easily the 7 feet. On the 
third stride the effort should be toward shortening the 
length without lessening the speed, as a certain amount 
of impetus must be retained for the take-off of the 
jump. 

There are two highly important things to bear in 
mind. When taking the hurdle the body should face 
it squarely. The body acts as a lever, and unless it is 
straight when jumping the legs can not be brought 
entirely around, but instead each jump will leave the 
hurdler in a position oblique to his course. When land- 
ing thrust the head sharply forward and hold it so; do 
not allow it to fall backward. This is especially neces- 
sary after the final hurdle, as it is a great assistance in 
the sprint for the finish. 



268 TEACK AND FIELD ATHLETICS 

The word jump lias been used throughout this article 
merely for want of a better one t to describe the motion 
used in surmounting the hurdles. As a matter of fact 
the motion is not a jump in the general sense of the 
word. The effort is and always should be to " cut " 
over the hurdle without any perceptible glide through 
the air. This is especially so of the low hurdles. 

The Low Hurdles. — In these the bars are 2 feet 
6 inches from the ground and should be taken in the 
stride without any special spring into the air and with 
as little lateral movement of the legs as possible. The 
motion used should in reality be a heightened stride 
in which the first foot is thrown a few inches higher 
than in the stride on the flat. The less it resembles a 
glide the less time it wastes. It is not an easy perform- 
ance to attain to; it means the hardest and most faith- 
ful practise; but when once perfected it is well worth 
the trouble it has cost. 

The low hurdles are 60 feet apart. Seven or nine 
strides should be taken; seven is the ideal number. 
Some hurdlers who are unable to cover the distance 
in seven prides use eight instead of nine, taking the 
jumps from alternate feet. This, however, is a difficult 
accomplishment and one best avoided by young hur- 
dlers. 



FIELD ATHLETICS 

I. Pole-Vaulting 

The pole-vaulter's work begins at the commence- 
ment of the winter. The muscles of the arms, shoul- 
ders and back must be developed before actual work 
with the pole is taken up. As soon as the weather per- 
mits out-of-door work should begin with sprinting prac- 
tise, taking short distances at good speed. 

There are two methods of obtaining the propulsion 
necessary to throw the body over the bar. One is to 
take a long run and rely upon the impetus so gained 
to put the body over and the other is to make the run 
much shorter and put all the force into the leap. Each 
method has its advocates and perhaps each is equally 
good. On the whole, however, the young pole-vaulter 
will probably obtain best results from steering a middle 
course and relying about equally on sprint and leap. 

The first thing to do is to find out the starting-point 

and the take-off. Only experimenting will discover these 

spots for you. When found mark them plainly. Then 

place your pole against the bar, lower end on the 

ground where it will be in the vault and observe at 

what point on the pole the bar touches. Let the pole 

fall toward you and grasp it a foot under that point 

269 



270 TKACK AND FIELD ATHLETICS 

with the hand which is to be lowest. If you take 
off with the left foot this hand will be the left one. 
]STow grasp the pole with the upper hand — in this case 
the right one — from 2^ to 3 feet farther toward the 
top. The thumbs should be held up. 

On the Maek. — Standing on your starting-mark, 
face to the right and hold your pole in front of you. 
When you start bring the forward end up until it points, 
at a distance of 50 yards, to about the height of the 
bar. Eix your eyes on the handkerchief suspended from 
the middle of the bar and don't look at anything else 
until you have raised your body to it. You must learn 
to know where the take-off is without really seeing it, 
for it is fatal to success to let the gaze wander from 
the goal. Neither is it necessary to look where the 
pole is going; the end will find its place and the pole 
will take care of itself. 

The Spkint. — A good deal depends on the sprint 
down the runway. It must be fast and the strides should 
be well opened out without, however, any of the " gal- 
loping " which beginners so often affect. When the 
take-off is reached the foremost end of the pole should 
be brought down sharply into the depression in front of 
the sill. At the same instant spring forward and 
up for the bar with all your might, using all the mus- 
cles of legs, back and arms. If your sprint has been 
hard and fast you will find yourself describing an arc 
whose chord is an angle of aboirt 55 degrees. Your 
impetus will be sufficient to carry you over the bar 



FIELD ATHLETICS 271 

unless you have made your sprint too slow or have 
eased up at the take-off. In the latter case your flight 
will either stop before you have reached the bar or 
lessen to such a degree that you will not be able to 
drop over without taking the bar with you. It is nec- 
essary therefore to get plenty of " rush " into the sprint. 

The Vault. — As the body leaves the ground it 
must be controlled and guided by the arms and pole. 
The right or upper arm should be stretched taut, the 
legs thrown up and out and the body turned so that it 
faces the bar. As the bar is reached the arms must 
accept the weight of the entire body and lift it so that 
it is held at right angles to the pole, or a little better. 
The back is straightened and all efforts given to the 
task. Additional lifting power is found if at the mo- 
ment of reaching the bar the lower hand is raised to a 
point on the pole just under the upper hand. The upper 
hand, however, must not be raised, as the rules pro- 
hibit it. The lifting process consists of pulling with 
the upper arm and pushing with the lower. This gives 
at the same time the peculiar twist to the body that 
drops it over the bar. At the moment the downward 
motion is begun a hard push against the pole gives the 
vaulter a further impetus past the bar. When the 
fall has fully begun the pole is abandoned. The twist 
which has swung the body during the vault continues 
after the fall begins and the descent is made with the 
back to the bar. 

Only experience will teach you at what height to 



272 TKACK AND FIELD ATHLETICS 

grasp the pole for various heights of the bar. Much 
depends upon the power of the lift and of the impetus 
of the spring. 

Attire. — The pole-vaulter's costume should consist 
of a sleeveless shirt similar to that worn by runners, 
a pair of easy-fitting light-weight pants reaching to a 
point well above the knees and a pair of kangaroo 
leather shoes such as described for hurdlers, with both 
toe and heel spikes. 

A satisfactory pole is that made of selected spruce. 
This pole costs from $3 to $6, according to length. A 
good length is 14 feet, although for the highest vaults 
a 16-foot length is necessary. A better pole is made of 
hollow spruce with the interior filled with a prepara- 
tion which adds to the strength of the pole without in- 
creasing its weight. A pole of this sort costs $9.50. 

II. Broad Jumping 

The broad jumper must first of all learn what form 
is. Every boy not a cripple can broad jump, but to 
jump well is something requiring study and practise, 
and much of the latter. 

The preliminary training must contain a good 
amount of sprinting practise, for on the speed attained 
at the take-off depends how great an effort of the body 
may be made. Sprints of from 50 to 100 yards are 
therefore a necessary part of the broad jumper's edu- 
cation. A deal of practise is necessary if you would 



FIELD ATHLETICS 273 

excel in this event, but at the same time care must be 
taken not to attempt too much at one time, for broad 
jumping quickly tires the leg muscles and a strained 
tendon may result from too sustained efforts. After 
the form has been acquired a half dozen jumps on alter- 
nate days is all that should be indulged in. In com- 
petition be careful to limber your muscles well by short 
jogs, sprints and easy jumps before beginning. On the 
first attempt try less for distance than for form and be 
certain that the take-off is reached perfectly. 

The Marks. — The broad jumper must determine 
the location of his take-off and the place where he is 
to get into his stride before he can hope to do any 
successful jumping. The location of these marks can 
be determined only by experiment. Find your second 
mark, or mark nearest the take-off, first. This mark 
will ordinarily be either seven or nine strides from the 
take-off. If you reach your second mark squarely with 
the foot your jump from that foot should come just as 
squarely to the take-off. The second mark therefore 
is a means of finally regulating your pace. The first 
mark may be any desired number of paces from the sec- 
ond and is used for the same purpose. Theoretically 
the jumper comes into his stride at the first mark and 
perfects it at the second. ISTo effort made in finding 
the take-off is wasted, for without a good take-off it is 
not possible to get the best results. 

The start for the broad jump is the standing start 
used for distance running. The jumper should get 



274 TEACK AND FIELD ATHLETICS 

away from the starting-place without hesitation, but 
much speed is not advisable until the stride has been 
found. The highest speed should be reached about 4 
yards from the take-off and at the moment when the 
body is to be gathered for the jump. Unless the speed 
is considerable the jumper can not throw forward his 
legs to the full limit, or, if he does, he will only fall 
back and spoil the effort. 

The Jump. — Get up good speed, reach the take-off 
squarely with the jumping foot and strive to go up and 
forward into the air at an angle of 45 or 50 degrees. 
Without elevation there can be no distance. A good 
method to attain height in practise is to place a hurdle 
from 8 to 10 feet from the take-off and jump over it. 
Throw the arms up and out and fix the eyes on a point 
considerably higher than the probable landing-place. 
After the take-off the legs come forward until the knees 
are well up under the chin and the closed hands are 
thrust out at arms' length, balancing the body and 
throwing the center of gravity forward. The legs now 
undouble and the feet are stretched as far forward as 
experience has shown to be possible without upsetting 
the body. The upper part of the body again follows 
the legs forward until the whole is again doubled over 
like a jack-knife. In this position the feet come to 
earth. The momentum straightens the body again and 
brings it erect. On landing the feet should be thrust 
as far forward as safety will allow in order to gain every 
possible inch of territory and at the same time the 



FIELD ATHLETICS 275 

upper body, head and arms must be kept forward as 
well so as not to fall backward. Do not allow the feet 
to spread, but land with them side by side. 

In competition if you find in the sprint that you 
have lost your stride, slow up before the take-off is 
reached and try over. If you can help it do not make 
the jump unless you are certain of losing no territory 
at the take-off. 

The jumper's costume is the same as the runner's. 

III. High Jumping 

Preparation for the running high jump should be- 
gin in the gymnasium with exercises for the develop- 
ment of the muscles of the chest, back and legs. With- 
out such development it is not possible to excel over 
the high bar. Outdoor training should begin with easy 
runs of from 200 to 300 yards in which special atten- 
tion is paid to the exercising of the leg muscles. The 
first attempts at the jump should be made with the bar 
not over 3 feet high. After the muscles of the legs and 
upper body have become fairly supple and a certain 
degree of form has been gained raise the bar to 4 feet 
or thereabouts and from that height work upward by 
degrees, always being careful to keep on jumping at 
one height until you have learned to take that height 
quickly, easily and gracefully. 

Form is the first thing for consideration after the 
preliminary training of the muscles has been attended 



276 TKACK AND FIELD ATHLETICS 

to. The old-fashioned method of going at the bar side- 
wise and " cutting " the legs over one after another 
has been done away with. Nowadays the jump is made 
from a position facing or very nearly facing the bar. 
After leaving the ground a half twist of the body is 
made, bringing the jumper's side to the bar. At the 
rise the forward leg, preferably the right, is thrown 
high up, the shoulders are thrown back and the arms 
up and forward. At the same time the other foot, the 
one from which the jump was made, is brought sharply 
up. The forward leg passes over the bar about parallel 
to the ground and practically at right angles to the bar. 
The left leg follows while partly doubled up, the foot 
being about in front of the crotch as it goes over. The 
upper body passes the bar almost as soon as the left 
leg, the twist still operating and bringing the body side- 
to as the bar is surmounted and face to the bar as the 
feet land in the pit. 

As in the running broad jump the place where the 
stride is reached and the take-off must be determined 
by experiment. It is usual to locate the mark three 
long strides from the take-off, while the latter will be 
approximately the same distance from the sill between 
the standards as the bar is from the sill. A run of 75 
or 80 feet at a slow pace brings the jumper to his mark. 
He should reach it with his right foot, take the next 
three strides at a fast rush, bearing well toward the 
left side of the path, and so reach the take-off on his 
left foot, which gives the body twist necessary. A 



FIELD ATHLETICS 277 

jumper who takes off on his right foot will, of course, 
bear to the right of the path instead. 

This twist is one of the first things the jumper 
should master. A sharp backward pull of the left 
shoulder, if the take-off is from the left foot, is half 
the secret. In learning to manage the legs it should 
be realized that if each leg be brought up with a force- 
ful jerking motion the body will be thrown farther 
into the air than if the legs are raised more gradually. 
The severest strain on the muscles comes when the 
effort to raise the left leg to clear the bar is made. 
Here the arms and torso bear the work, and it is in 
the perfecting of this part of the jump that the most 
time will be required. The jumper should keep his 
gaze on the middle of the bar from the time he leaves 
his mark until he is passing over. 

Attire. — The high jumper's costume is similar to 
the broad jumper's save in the matter of footwear. It 
is customary to wear on the jumping foot a shoe some- 
what heavier than that on the other foot. Many vault- 
ers and jumpers have a piece of rubber either inside 
or outside of the shoe on the heel. This gives more 
spring and saves the jar upon the heel. The jumping- 
foot shoe should be fitted with two heel spikes as well 
as the usual six spikes in the toe. The other shoe should 
have the toe spikes only. 

Before entering a competition the jumper should 
read and understand the rules of high jumping, espe- 
cially as regards balks and declining the jump. 



278 TRACK AND FIELD ATHLETICS 



IV. Hammer Throwing 

This is one of the oldest of present-day field sports 
and had its origin in the roth-cleas or wheel feat of the 
first Tailtin games held in County Meath, Ireland, in 
1370. Various forms of weight throwing followed un- 
til in the last century casting the sledge became an 
established event of athletic games in Great Britain 
and Ireland. In 1866 the weight of the hammer was 
fixed at 16 pounds, but the length of handle was left a 
matter of individual taste. Under these conditions a 
throw of 120 feet was made in 1873 by S. S. Brown, 
of Oxford University. In 1875 further restrictions 
were laid down; the length of the handle was limited 
to 3J feet and the circle from which the throw was 
made was required to be 7 feet in circumference. In 
the English Championships of that year the hammer- 
throwing event was won by C. H. Hales with a throw 
of 96 feet. The following year he increased this to 
110 feet, and then, using the old rules and with no 
restrictions as to run or follow, made the remarkable 
throw of 138 feet. 

In this country the 7-foot circle was not adopted 
until 1888. 

James S. Mitchell held the world's championship 
for many years, throwing the hammer with a single 
turn of the body and getting a record of 148 feet in 



MELD ATHLETICS 279 

this style. Flannagan came into the field with a double 
turn of the body and bested Mitchell's record by 2 feet. 
In 1900 Plaw of California appeared with a triple turn 
and added 10 feet more to the record. Elannagan added 
another turn to his style and again went to the front. 

Training. — Skill, muscle and quickness on the feet 
in about equal proportions go to make up the successful 
hammer thrower. Both may be attained by determined 
and assiduous practise. Gymnasium work should con- 
sist of all such exercises as tend to strengthen and de- 
velop the muscles of the arms and torso. Outdoor work 
should begin as soon as the ground is in condition; 
weather conditions have little interest for those train- 
ing for the weight events. The boy who has weight 
to start with is at an advantage, all other things being 
equal, over the boy who is light. The boy of 150 
pounds with a nice development of arm and back mus- 
cles has the possibilities of a good hammer thrower 
in him. 

At interscholastic meetings the 12-pound hammer 
is usually made use of, while the 16-pound hammer 
is used by college men. Practise should always be be- 
gun with the lighter weight. A very satisfactory 12- 
pound hammer may be bought for $3 and the best for 
$4.25. These are respectively of iron and lead with 
wire handles. 

The throw is made from a ring 7 feet in diameter, 
outside of which the thrower may not step. In com- 
petition each contestant is given three tries, the best 



280 TEACK AND FIELD ATHLETICS 

to. count. Eor the finals the three best men in the first 
trial are selected and are allowed three tries more each. 
Reference to the rules will give a clearer understanding 
in this matter. The first thing to learn is how to make 
the turns. Since the advent of the Pacific Coast Cham- 
pion, Plaw, these turns have been three in number. 
The philosophy of the hammer throw is clearly ex- 
plained by Mitchell as follows : " A very slight grasp 
of mechanical principles will show that the hammer- 
head is, as it were, attached to the circumference of a 
revolving circle, the motive power being supplied by 
the spinning human body at the center. At the mo- 
ment of delivery the centrifugal force causes the ham- 
mer to fly off in a straight line. It follows that the 
hammer will fly farthest when the greatest momentum 
can be produced." 

The Swings. — After entering the circle the thrower 
should stand near the back and grasp the handle of the 
hammer firmly with both hands, the head of the ham- 
mer resting as far outside of the circle as the reach 
will permit. Leaning well over with feet spread suffi- 
ciently to obtain a perfect equilibrium, he should bring 
the hammer around in front of him. The motion is 
at first slow, but by the time the hammer has com- 
pleted the first circuit it should be swinging straight 
out from the shoulders and revolving at good speed. 
Usually three swings about the head are made, the 
utmost speed being secured at the completion of the 
third. During these swings the feet maintain their 



FIELD ATHLETICS 281 

positions and the arms do the work. With the com- 
pletion of the last swing comes the beginning of the 
first turn. 

The Turns. — The effort now must be to move the 
body faster than the swinging hammer in order to still 
further increase the momentum of the latter. The 
body turn must be commenced while the head of the 
hammer is yet well behind the body ; otherwise, instead 
of the thrower pulling the hammer around the hammer 
will pull the thrower around — and ultimately throw 
him off his feet. The hammer, then, must always be 
kept well behind the motion of the body. With every 
turn the speed of the revolving body should be increased 
until at the end of the third turn the motion is a veri- 
table whirl. 

The management of the feet during this perform- 
ance is a trick to be learned only by practise and is 
beyond the scope of written explanation. The three 
turns are not to be made in the same place; each suc- 
cessive one should bring the body nearer to the rim 
of the circle opposite from where it first stood, so that 
when the last turn is completed the thrower's feet are 
as near the mark as safety will permit. If the turns 
are made to the left, as is usually the case, the left foot 
becomes a pivot on which the most of the weight of the 
body rests, the pivot moving gradually across the circle. 
The hammer, while it should move around the head in 
a generally horizontal position, should describe a turn 
half perpendicular so that when it is released it will 

19 



282 TEACK AND FIELD ATHLETICS 

fly forward with a good elevation, which is necessary 
for distance. 

The Release. — When the hammer is released the 
thrower does not face the direction in which the ham- 
mer is to go, but faces from half to three-quarters to 
the rear. That is, if the turns have been made toward 
the left the hammer flies away over the thrower's left 
shoulder or a little to the rear of it. At the moment 
of releasing all the weight and effort should be put 
into the throw, but there should be no jerk to retard 
the flight. After the hands have left the handle the 
only duty remaining to the thrower is to force his body 
away from the edge of the circle so as not to step out- 
side and invalidate the throw. In leaving the circle 
after a trial the thrower must leave by the rear half. 

V. Shot Putting 

Like the hammer thrower, the shot putter begins 
his preparation in the gymnasium in the early winter. 
Particular attention must be given by him to the de- 
velopment of the muscles of the arms. Eor this paral- 
lel-bar exercise and bag punching are especially valu- 
able. As soon as the muscles have received some at- 
tention he should begin work with the leather-covered 
shot on the gymnasium floor. In spring sprinting work 
on the cinders will develop quickness, which is - one of 
the most important things that the shotman can possess. 

The Position. — As in the hammer throw, a 7-foot 



FIELD ATHLETICS 283 

circle is used. Stand at the rear of the circle, lift the shot 
with both hands from the ground and hold it in the 
left if you are to make the right-handed throw. Stand 
with your left side to the front of the circle, change 
the shot to the right hand and bring that hand back 
of and above the shoulder, throwing the other forward 
and upward in the general direction in which the shot 
is to go. Your weight should now be almost entirely 
on your right leg, the left leg steadying the body and 
the outstretched left arm helping in the maintaining 
of the balance. Both legs are bent at the knees and 
the position is a slightly crouching one. The muscles 
of the right arm should next be limbered and stretched 
by raising and lowering the weight several times. 

The First Step.— Now take the first step forward. 
This step is variously made. Some shot putters raise 
the left leg high and make what is practically a hop; 
others perform something very much like a glide, the 
knees remaining well bent and the body retaining the 
crouching attitude. The latter method is generally con- 
ceded to be the better form; at all events, it is less 
likely to disturb the balance of the body. The glide 
should bring the thrower past the center of the circle 
with his left foot close to the stop-board, which is set 
in the front of the ring. During the glide the shot 
should rest easily in the palm of the right hand and 
the elbow should be kept as close to the body as pos- 
sible. 

Changing the Feet. — ISTow comes what is in real- 



284 TRACK AND FIELD ATHLETICS 

it j the only difficult feature of the event, and it is this 
feature which will require lots of practise. The mo- 
ment the ground is felt under the left foot that foot 
is brought backward again and the entire right side of 
the body is thrown forward, the right shoulder point- 
ing toward where the shot is to go. It is just this quick 
transposition of the feet and change of balance which 
many shot putters find impossible to thoroughly master. 
There must be no stop from start to finish; the motion 
from the moment the body moves in the first step for- 
ward until the shot leaves the hand must be con- 
tinuous. 

The Put. — As the right side of the body comes 
to the front the right arm must be thrown straight out- 
ward at an angle of about 50 degrees with much the 
same motion used in delivering a direct punch at a bag 
hanging about level with the head. Put all your arm 
power into it and remember that the movement is a 
hard, sharp thrust rather than a throw. The impetus 
is given not so much by the power of the arm as by the 
weight of the body, which must be behind the put at 
the right instant. This body weight is in turn given 
by the movement across the circle and the quick half 
turn, and it is in the " getting the weight on " that such 
shot putters as Sheldon excel. The shot when it leaves 
the hand should not be sped forward by any movement 
of the fingers, but should leave the palms easily over 
the side. 

In shot putting as in broad jumping the gaze should 



FIELD ATHLETICS 285 

be fixed upon a point well above the probable goal and 
held there until the trial has been made in order to 
secure elevation, which is essential to distance. 

The eight ankle is subjected to a good deal of 
exertion and should be protected and strengthened by 
the wearing of an elastic anklet or bandage. Some 
shot putters have found it advisable to wear a high 
shoe furnished with an ankle brace on this foot. 

Foulixg. — As in the hammer-throwing event, the 
trial becomes a foul if any part of the body touches 
any part of the field in front of the circle or touches the 
top of the stop-board. It is very easy to let the foot 
touch the latter and the beginner should learn to control 
the impetus of the body in time to avoid this kind of a 
foul. 

Form is the first thing to acquire in this event, and 
the acquiring of it is a matter of patient and steady 
work. Don't hope to become a crack shot putter in 
one year; don't be disappointed if it takes two; don't 
be discouraged if it takes three. Don't continue to 
work after you have become tired; practise beyond that 
point will benefit you very little. After you have mas- 
tered the art of the event practise three times a week 
will be all required. 



286 TRACK AND FIELD ATHLETICS 
ATHLETIC RECORDS 

PRINCIPAL EVENTS OF 1903 

Massachusetts Interscholastic A. A. track meet at Amherst, 
Mass., June 20: Springfield High won with 86 points; Westfield, 
24; Holyoke, 13; Amherst, 10. 

Wesleyan Interscholastic track meet at Middletown, Conn., 
May 30: Springfield High, 48J; Hartford, 30J; Westfield, 24J; 
New Britain, 10; Meriden, 4. 

New Jersey Interscholastic A. A. meet at Elizabeth, N. J., 
June 6: Newark Academy, 57£; Montclair High, 30; Newark 
High and Stevens Prep, 22; East Orange, 16; Montclair Mili- 
tary Academy, 6J. 

Cornell-Pennsylvania dual meet at Ithaca, N. Y., May 16: 
won by Cornell, 66^; Pennsylvania, 50£. 

Princeton-Columbia dual meet at New York city, June 16: 
won by Columbia, 58 \; Princeton, 45£. 

New York and Trinity (Hartford) dual meet at New York, 
May 9: won by New York, 85; Trinity, 27. 

At St. Louis, Mo., May 30: Interscholastic meet won by St. 
Louis High, 46; Bliss Military Academy, 2d, 31. 

At Orange, N. J., May 2: Pratt Institute, 24; Horace Mann, 
2d; Erasmus Hall, 3d. 

Maryland Interscholastic meet, Baltimore, May 12: Baltimore 
City College won, 40J. 

Detroit Interscholastic League Championships at Detroit, May 
9: Detroit University School won, 70. 

Indiana Interscholastic meet at Bloomington, May 16: Indi- 
anapolis Manual-Training won. 

Chicago-Wisconsin dual meet at Madison, Wis., May 23: Chi- 
cago won, 72§; Wisconsin, 43£. 

Purdue and Oberlin dual meet at Oberlin, Ohio, May 23: tied; 
56 each. 

Princeton and Yale dual meet at Princeton, N. J., May 9: 
Yale won, 75; Princeton, 29. 



ATHLETIC RECORDS 287 

Princeton University Interscholastic Athletic Association meet 
at Princeton, N. J., May 2 : Mercersburg, 42 ; Lawrenceville, 2d ; 
Hill, 3d. 

Chicago-Illinois dual meet at Chicago, 111., May 9: Chicago 
won, 74; Illinois, 52. 

Stanford-California dual meet, April 18: Stanford won, 63$; 
California, 58|. 

Rhode Island Interscholastic League meet at Providence, R. I., 
June 6: Hope, 50; Classical, 46; Woonsocket, 3. 

Dartmouth-Massachusetts Institute of Technology dual meet 
at Hanover, N. H., May 8: won by M. I. T., 94; Dartmouth, 71. 

Southern Michigan Interscholastic meet at Albion, Mich., May 
30: Ann Arbor, 48; Battle Creek, 26; Muskegon, 12. 

Johns Hopkins- Virginia dual meet at Baltimore, Md., May 7: 
Johns Hopkins won, 55; Virginia, 33. 

Dartmouth Interscholastic invitation meet at Hanover, N. H., 
June 3: Kimball Union Academy, 41; Williston, 26; Concord 
High, 12J; Dummer, 10. 

New Hampshire Interscholastic meet at Concord, May 29: 
Kimball Union Academy, 55; Concord, 40; Manchester High, 31; 
Pinkerton, 6; Richards High, 5; Holderness, 3. 

Carlisle-Bucknell dual meet at Carlisle, Pa., May 16: won by 
Carlisle, 61 J; Bucknell, 42£. 

Syracuse- Williams dual meet at Syracuse, N. Y., May 16: 
won by Syracuse, 75J; Williams, 41£. 

Pennsylvania-Columbia dual meet at Philadelphia, May 8: 
Pennsylvania won, 68; Columbia, 49. 

Virginia-North Carolina dual meet at Charlottesville, Va., 
May 15: Virginia won, 56; North Carolina, 45. 

Purdue-Northwestern dual meet at Evanston, 111., May 16: 
Purdue won, 67; Northwestern, 45. 

Washington (St. Louis ) -Missouri dual meet at Columbus, 
Mo., May 25: won by Washington, 71; Missouri, 25. 

Annual Interscholastic meet at Elizabeth, N. J., May 16: won 
by Pratt Institute, 35. 

Williams Interscholastic meet at Williamstown, Mass., May 
9: won by Adams High, 31. 



288 TKACK AND FIELD ATHLETICS 

Long Island Interscholastic Championships at Long Island 
City, N. Y., May 23: won by Brooklyn High, 44£. 

New York-Rutgers dual meet at New York city, May 16: 
won by New York, 37 ; Rutgers, 35. 

Northwestern Interscholastic meet at Evanston, 111.: won by 
Hyde Park, 23; Lewis Institute, 20. 

Phillips Andover-Phillips Exeter dual meet at Andover, Mass., 
May 30: won by Andover, 58£; Exeter, 37§. 

Michigan- Chicago dual meet at Ann Arbor, Mich., May 16: 
won by Michigan, 83£; Chicago, 42 J. 

New England Intercollegiate meet at Worcester, Mass., May 
23: won by Amherst, 51; Williams, 31; M. I. T., 30; Dartmouth, 
15; Bowdoin and Wesleyan, each 13; Brown, 7; Trinity (Hart- 
ford), 3; Vermont, 2. 

Michigan- Cornell dual meet at Ann Arbor, Mich,, March 28 : 
won by Michigan, 42 J; Cornell, 29£. 

Harvard Interscholastic meet at Cambridge, Mass., June 6: 
won by Phillips Andover, 47; Phillips Exeter, 30£; Worcester 
Academy, 23|; Stone's, 10; Dummer, 6; Dedham High, 5; Low- 
ell High, 5; Springfield High, 3; Mechanic Arts High, 2. 

Harvard-Yale dual meet at New Haven, Conn., May 23: won 
by Yale, 58; Harvard, 46. 

Cornell-Princeton dual meet at Albany, N. Y., May 23: won 
by Cornell, 67; Princeton, 50. 

Hamilton- Wesleyan dual meet at Albany, N. Y., May 16: won 
by Hamilton, 60^; Wesleyan, 56 J. 

Iowa High-School meet at Grinnell, Iowa, May 23: won by 
Grinnell, 33. 

Maine Interscholastic championships at Orono, May 23: won 
by Bangor High, 35. 

Northwestern-Indiana dual meet at Evanston, 111., May 23: 
won by Northwestern, 72; Indiana, 40. 

Intercollegiate A. A. A. A. Annual Championships at New 
York, May 30: won by Yale, 41£; Harvard, 41; Yale's victory 
secured her the permanent possession of the cup. 

Intercollegiate Conference meet at Chicago, May 30: Michigan 
won, 49. 



ATHLETIC RECORDS 289 

COLLEGIATE RECORDS OF THE UNITED STATES 
Corrected to June 1, 1903 

100 yards — 9§s., A. F. Duffey, Georgetown. 

220 yards — 21£s., B. J. Wefers, Georgetown. 

Quarter-mile run — 47fs., W. Baker, Harvard. 

Half-mile run — lm. 53|s., C. H. Kilpatrick, Union. 

1-mile run — 4m. 23§s., G. W. Orton, Pennsylvania. 

2-mile run— 9m. 40s., W. E. Schutt, Cornell. 

1-mile walk — 6m. 42|s., W. B. Fetterman, Jr., Pennsylvania. 

120-yards hurdle — 15§s., S. Chase, Dartmouth; A. C. Kraenz- 
lein, Pennsylvania. 

220-yards hurdle — 23|s., A. C. Kraenzlein, Pennsylvania. 

Running high jump — Oft. 4in., W. B. Page, Pennsylvania. 

Running broad jump — 24ft. 4^in., A. C. Kraenzlein, Pennsyl- 
vania. 

Pole-vault — lift. 7in., D. S. Horton, Princeton; H. L. Gard- 
ner, Syracuse. 

Throwing 161b. hammer — 165ft. iin., A. Plaw, California. 

Putting 161b. shot— 46ft., F. Beck, Yale. 

SOUTHERN INTERCOLLEGIATE A. A. RECORDS 

100-yards dash — 10£s., Selden, Sewanee, and Osborne, North 
Carolina. 220-yards dash — 23is., Ehleman, Tulane. 440-yards 
dash — 50§s., Jones, Vanderbilt. 880-yards run — 2m. 5|s., Van 
Ness, Alabama Polytechnic Institute. 1-mile run — 4m. 48s., Har- 
vey, Alabama Polytechnic Institute. 120-yards hurdles — 16|s., 
Buchanan, Sewanee. 220-yards hurdles — 27|s., Whiteman, Van- 
derbilt. Putting 16-pound shot — 40ft. 7in., Crutchfield, Vander- 
bilt. Throwing 16-pound hammer — 114ft. lOiin., Parrish, Uni- 
versity of Texas. Running high jump — 5ft. 9in., Cowan, Georgia 
Technology. Running broad jump — 21ft. lfin., Edwards, Uni- 
versity of Tennessee. 



290 TEACK AND FIELD ATHLETICS 

BEST INTERSCHOLASTIO RECORDS OF THE UNITED 

STATES 

Compiled by J. E. Sullivan, Secretary of the Amateur Athletic 

Union 

100-yards dash— 10s., T. Bigelow, 1894; H. Loomis, 1895; J. 
McCulloch, 1897; T. McDonald, 1899; A. Duffy, 1899; C. Pierce, 
1900; W. Schick, 1901; C. Blair, 1901. 

220-yards dash— 21 §s., W. Schick, 1900-01. 

440-yards dash— 50£s., C. Long, 1901. 

880-yards run — lm. 59fs., L. Adsit. 

1-mile run — 4m. 32fs., W. Zanzig, 1894. 

220-yards hurdle— 25s., F. Scheuber, 1901. 

Running high jump — 6ft. lin., A. Henley, 1898. 

Running broad jump — 22ft. 6Jin., B. Chapin. 

Pole-vault— 10ft. 10in., E. Weir. 

Putting 12-pound shot — 52 ft. 22 T fajin., Ralph Rose, San Fran- 
cisco, Cal., May 2, 1903. 

Putting 16-pound shot — 45ft. 6Jin., Ralph Rose, San Fran- 
cisco, Cal., May 2, 1903. 

Throwing 12-pound hammer — 171ft., F. Estes. 

BEST RECORDS OF THE NEW ENGLAND INTER- 
COLLEGIATE A. A. 

100-yards run — 10s., A. E. Curtenius, Amherst, May 21, 1898; 
H. H. Cloudman, Bowdoin, May 18, 1901. 

120-yards hurdle — 15|s., Stephen Chase, Dartmouth, May 18, 
1896. 

440-yards run— 50£s., G. B. Shattuck, Amherst, May 27, 1892. 

880-yards run— lm. 59£s., H. S. Baker, M. I. T., May 24, 1903. 

1-mile run — 4m. 25|s., A. L. Wright, Brown, May 21, 1898. 

2-mile run— 10m. 3fs., O. N. Bean, Brown, May 21, 1898. 

220-yards run — 22|s., H. H. Cloudman, Bowdoin, May 19, 
1900. 

2-mile bicycle— 4m. 17f s., R. Murray, M. I. T., May 19, 1900. 

Putting 16-pound shot — 42ft. 6£in., S. R. E. Rollins, Amherst, 
May 24, 1903. 



ATHLETIC RECORDS 291 

Throwing 16-pound hammer — 134ft. 2Jin., A. C. Denning, Bow- 
doin, May 24, 1903. 

Running high jump — 5ft. 92in., I. K. Baxter, Trinity, May 

23, 1896. 

Running broad jump — 22ft. 5£in., H. C. Van Weelden, Trinity, 
May 24, 1903. 

Pole-vault — lift. 6 Jin., J. L. Hurlburt, Jr., Wesleyan, May 

24, 1898. 

Throwing discus — 116ft., A. M. Watson, Univ. of Maine, May 
24, 1903. 

220-yards hurdle— 25£s., G. P. Burch, M.I.T., May 21, 1898; 
P. P. Edson, Dartmouth, May 18, 1901. 



NEW YORK INTERSCHOLASTIC ATHLETIC ASSOCIA- 
TION OFFICIAL RECORDS 

Corrected to June, 1903 

100-yards run — 10is., P. Dalsheimer, Columbia Grammar, 
1901. 

100-yards run, junior — 10fs., H. N. Kahn, Sachs, 1901. 

220-yards run— 22§s., L. T. Sheffield, Berkeley, 1903. 

220-yards run, junior — 23|s., H. Moeller, Columbia Grammar, 
1894. 

440-yards run— 52|s., C. E. I. Martin, Berkeley, 1895; H. S. 
Washburn, Barnard, 1896. 

880-yards run — 2m. 3s., W. S. Hippie, Barnard, 1897. 

1-mile run — 4m. 38s., P. H. Christensen, Berkeley, 1898. 

120-yards hurdle— 3ft. 6in— 16§s., C. A. O'Rourke, Jr., Trin- 
ity, 1897. 

220-yards hurdle— 2ft. 6in— 26|s., S. A. Syme, Barnard, 1895„ 

High jump— 6ft. l^in., J. S. Spraker, Berkeley, 1899. 

Broad jump— 21ft. lUin., J. S. Spraker, Berkeley, 1899. 

Hammer — 128ft. 9in., E. Flammer, Columbia Grammar, 1900. 

Shot— 43ft., R. W. Rogers, Trinity, 1899. 

Discus — 97ft. 8|in., H. Connoly, De La Salle, 1900. 

Pole-vault— 10ft. 7fin., J. H. Hurlburt, Berkeley, 1896. 



292 TRACK AND FIELD ATHLETICS 

BEST INDOOR RECORDS OF THE NEW ENGLAND INTER- 
SCHOLASTIC A. A. 

40-yard dash — 4§s., H. C. Kennington, English High School, 
1897; A. F. Duffey, Worcester Academy, 1898; F. B. Scheuber, 
Hopkinson School, 1901; R. J. Leonard, Newton High School, 
1902; N. M. Van Amringe, Mechanic Arts High School, 1902; 
C. R. Leonard, Newton High School, 1903. 

300-yard run — 35s., M. Williams, Noble & Greenough's School, 
1902. 

600-yard run — lm. 20s., A. C. Perry, Worcester High School, 
1901. 

1000-yard run — 2m. 28£s., H. T. Murphy, Worcester High 
School, 1903. 

1-mile run — 4m. 45|s., J. J. Butler, Worcester High School. 

45 -yard low hurdles — 5|s., F. B. Scheuber, Worcester Acadamy, 
1899; H. H. Freeman, Worcester High School, 1902; J. F. Doyle, 
Worcester Academy, 1903. 

Running high jump — 5ft. lOgin., H. S. Gardner, Worcester 
Academy, 1899. 

Putting 16-pound shot — 45ft. 9Jin., H. Le Moyne, Stone's 
School, 1903. 

Pole vault — 10ft. 7|in., H. S. Gardner, Worcester Academy, 
1899. 

Team race — 3m. 18fs., D. C. Noyes, W. Minot, B. L. Young, Jr., 
M. Williams, Noble & Greenough's School, 1902. 

RECORDS ALLOWED 

At the National Convention of the Amateur Athletic Union 
in November the following records were officially passed upon 
and allowed: 70-yard hurdle, five hurdles, 2ft. 6in. — L. G. Black- 
mer, New York, February 28, 1903. Time— 0:8|. 75-yard hur- 
dle, six hurdles, 3ft. 6in. — M. Bockman, Milwaukee A. C, March 
7, 1903. Time— 0:10. 120-yard hurdle, ten hurdles, 3ft. 6in.— 
E. J. Clapp, Berkeley Oval, May 30, 1903. Time— 0:15|. 



ATHLETIC EECOKDS 293 

70-yard run — W. A. Schick, Jr., New York, February 28, 
1903. Time— 0:07£. 

2-mile run — Alexander Grant, Travers Island, New York, Sep- 
tember 26, 1903. Time— 9:27f. 

3-legged race, GO yards — W. S. Edwards and P. A. Sayles, New 
York, January 15, 1903. Time— 0:07|. 

3-legged race, 100 yards — W. S. Edwards and P. A. Sayles, 
Bergen Beach, August 11, 1903. Time— 0:12. 

Throwing 50-pound weight, unlimited run and follow — J. S. 
Mitchell, New York A. C, Celtic Park, New York, September 7, 
1903. Distance— 38ft. 5in. 

CROSS-COUNTRY CHAMPIONSHIP 

The Fifth Annual Championship of the Intercollegiate Cross- 
country Association was run over the Travers Island Course, 
November 25th; distance, a little over six miles. Cornell, Har- 
vard, Yale, Princeton, Pennsylvania and Columbia were repre- 
sented and finished in that order for team honors. There were 
thirty-nine starters and thirty-three finished, the first, W. E. 
Schutt, Individual Champion ( Cornell ) , in 33m. 15s.; the last 
in 38m. lis. Only the first four in each team counted, and the 
first twelve men were: W. E. Schutt (Cornell), 33m. 15s.; K. W. 
Woodward (Cornell), 33m. 18s.; W. J. Hail (Yale), 33m. 26s.; 
T. M. Foster (Cornell), 33m. 42s.; C. T. McGoffin (Cornell), 33m. 
48s.; E. T. Newman (Cornell), 33m. 56s.; A. King (Harvard), 
34m.; D. C. Munson (Cornell), 34m. 5s.; W. E. Colwell (Har- 
vard), 34m. 8s.; S. Curtis (Harvard), 34m. 22s.; W. G. Howard 
(Harvard), 34m. 28s.; R. S. Trott (Cornell), 34m. 40s. 

INTERCOLLEGIATE TEAM CROSS-COUNTRY CHAM- 
PIONS 

1899 — Cornell University, 24 points, Morris Park, N. Y. 
1900 — Cornell University, 26 points, Morris Park, N. Y. 
1901 — Yale University, 22 points, Morris Park, N. Y. 
1902 — Cornell University, 24 points, Morris Park, N. Y. 
1903 — Cornell University, 12 points, Travers Island, N. Y. 



294 TKACK AND FIELD ATHLETICS 

INTERCOLLEGIATE INDIVIDUAL CROSS-COUNTRY 
CHAMPIONS 

1899 — John F. Cregan, Princeton University, 34m. 5fs. 
1900 — Alexander Grant, University of Pennsylvania, 34m. 17s. 
1901— D. W. Franchot, Yale University, 34m. 20s. 
1902 — A. C. Bowen, University of Pennsylvania, 35m. 
1903— W. E. Schutt, Cornell University, 33m. 15s. 



ADDITIONAL RECORDS 



LAWS OF ATHLETICS 29. 



LAWS OF ATHLETICS 

AS ADOPTED BY THE INTERCOLLEGIATE ASSOCIATION 
OF AMATEUR ATHLETES OF AMERICA 

(By permission of the American Sports Publishing Company, owner of the copyright). 

I.— OFFICERS 

The officers of an athletic meeting shall be: 
One Referee. 

Four Inspectors to assist Referee. 
One Scorer. 
Five Assistant Scorers. 
One Clerk of the Course. 
Five Assistant Clerks of the Course. 
One Reporter. 
One Announcer, with Assistants, if necessary. 

1. For Track Events : 

Four Judges at the finish. 
Three Time-keepers. 
One Starter. 

2. For Field Events : 

Eight Field Judges or Measurers. 

II.— REFEREE 

He shall, when appealed to, decide all questions whose settle- 
ment is not otherwise provided for in these rules. His decision 
shall be final and without appeal. 

In case a race has been drawn into heats, and no more con- 
testants appear than enough to make one heat, the referee shall 
be empowered to see that the race is run in one heat; but in all 
races requiring more than one heat he shall see that no second 
man shall be debarred from a chance to qualify in the finals. 



298 TRACK AND HELD ATHLETICS 

III.— JUDGES AT THE FINISH 

Two shall stand at one end of the tape, and two at the other. 
One shall take the winner, another the second man, another the 
third man, and the other the fourth. In case of disagreement 
the majority shall decide. Their decision as to the order in which 
the men finished shall be final and without appeal. 

IV.— FIELD JUDGES OR MEASURERS 

They shall measure, judge and record each trial of each com- 
petitor in all games whose record is of distance or height. Their 
decision as to the performance of each man shall be final and 
without appeal. There shall be eight measurers: two for the 
hammer-throwing and shot-putting events, two for the high jump, 
two for the broad jump, and two for the pole-vault. These meas- 
urers shall be responsible for commencing their respective events 
promptly at 2 p. M. on each afternoon of the meet, and for their 
continuance without unnecessary delays. They shall excuse a 
contestant from a field event in which he is taking part, for a 
period long enough to contest in a heat in a track event, and 
allow said contestant to take his missed turn or turns in said 
field event within a reasonable time after the track heat. They 
shall see that reasonable opportunities are given to contestants 
who desire to try in two field events that are being contested at 
the same time. 

V— JUDGE OF WALKING 

He shall have entire control of competitors during the race, 
and his decision as to unfair walking shall be final and without 
appeal. 

The assistants shall do such portions of his work as he may 
assign to them. 

VI.— TIME-KEEPERS 

Each of the three time-keepers shall time every event; and 
in case two watches agree, and the third disagrees, the time 



LAWS OF ATHLETICS 299 

marked by the two shall be official time; and if all watches dis- 
agree, the time marked by the watch giving the middle time shall 
be the official time; if there be but two time-keepers, and their 
watches do not agree, the time marked by the slowest watch shall 
be the official time. Time shall be taken from the flash of the 
pistol. 

VII.— CLERK OF THE COURSE 
He shall record the name of each competitor who shall report 
to him, and shall give him his number for each event in which 
he is entered, and notify him before the start of every event in 
which he is engaged. He shall be responsible for getting out at 
the proper time the contestants for each event. 

The assistants shall do such work as he may assign to them. 

VIII.— SCORER 

He shall keep a record of the starters and point winners in 
each event, together with their respective places. He shall record 
the laps made by each competitor, and call them aloud, when tal- 
lied, for the benefit of the contestants. 

The assistants shall do such portions of his work as he may 
assign to them. 

IX.— STARTER 
He shall have entire control of competitors at marks, and 
shall be the sole judge of fact as to whether or not any man has 
gone over his mark. He shall be responsible for starting the 
track events promptly at 2 p. m. on each afternoon of the meet. 
He shall also be responsible for any unnecessary delay in the con- 
tinuance of the said events. 

X.— COMPETITORS 
Immediately on arriving at the grounds, each competitor shall 
report to the clerk of the course and obtain his number for the 
game in which he is entered. He shall inform himself of the 
times at which he must compete, and shall report promptly at the 
start, without waiting to be notified. No competitor shall be 
allowed to start without his proper number. 
20 



300 TEACK AND FIELD ATHLETICS 

XI.— PROTESTS 
Verbal protests may be made at or before any athletic meet- 
ing, against a competitor or team, by any competitor or college 
competing; but such protest must be subsequently, and before 
action thereon, made in writing and duly presented to the Asso- 
ciation. 

XII.— INNER GROUNDS 

No person whatever shall be allowed inside the track, except 
the officials and properly accredited representatives of the press. 
Authorized persons shall wear a badge. Competitors not en- 
gaged in the game actually taking place shall not be allowed 
inside or upon the track. 

XIII.— TRACK 
The measurement of tracks shall be 18 inches from the inner 
edge, which edge shall be a solid curb raised 3 inches above the 
level of the track. 

XIV.— ATTENDANTS 
No attendant shall accompany a competitor on the scratch or 
in the race. 

XV.— STARTING SIGNALS 
All races (except time handicaps) shall be started by the 
report of a pistol, the pistol to be fired so that its flash may be 
visible to the time-keepers. A snap cap shall be no start. There 
shall be no recall after the pistol is fired. Time handicaps shall 
be started by the word " Go." 

XVI.— STARTING 
When the starter receives a signal from the judge at the 
finish that everything is in readiness, he shall direct the com- 
petitors to get on their marks. Any competitor starting before 
the signal shall be put back one yard, for the second offense an- 
other yard and for the third shall be disqualified. He shall be 
held to have started when any portion of his body touches the 
ground in front of his mark. Stations count from the inside. 



LAWS OF ATHLETICS 301 

XVII.— KEEPING PROPER COURSE 

In all races on a straight track each competitor shall keep 
his own position on the course from start to finish. In the 100- 
and 220-yards dashes, courses for contestants shall be marked out 
by stakes protruding 18 inches from the ground, and connected 
at the top by a cord or wire plainly marked. 

XVIII.— CHANGE OF COURSE 

In all races other than on a straight track, a competitor may 
change toward the inside whenever he is two strides ahead of 
the man whose path he crosses. 

XIX.— FOULING 

Any competitor may be disqualified by the referee for jostling, 
running across, or in any way impeding another. 

XX.— FINISH 

A thread shall be stretched across the track at the finish, 4 
feet above the ground. It shall not be held by the judges, but 
fastened to the finish posts on either side, so that it may always 
be at right angles to the course and parallel to the ground. The 
finish line is not this thread, but the line on the ground drawn 
across the track from post to post, and the thread is intended 
merely to assist the judges in their decision. The thread must, 
however, be " breasted " by each competitor finishing first, and 
no competitor shall be allowed to seize the thread with his hands. 
The men shall be placed in the order in which they cross the 
finish line. 

XXL— WALKING 

The judge shall caution for any unfair walking, and the 
third caution shall disqualify the offender. On the last one-eighth 
(220 yards) of a mile, an unfair walker shall be disqualified 
without previous caution. 



302 TKACK AND FIELD ATHLETICS 

XXII.— HURDLES 
120-yards hurdle race shall be over ten hurdles, each 3 feet 
6 inches high. The first hurdle shall be placed 15 yards from 
the scratch, and there shall be 10 yards between each hurdle. 
220-yards hurdle race shall be over ten hurdles, each 2 feet 6 
inches high. The first hurdle shall be placed 20 yards from the 
scratch, and there shall be 20 yards between each hurdle. Hurdle 
races of different number and height of hurdles may be given. 
No record shall be made in a hurdle race unless each of the hur- 
dles, at the time the competitor jumps the same, is standing. 

XXIII.— JUMPING 
No weights or artificial aid will be allowed in any jumping 
contest except by special agreement or announcement. When 
weights are allowed, there shall be no restrictions as to size, 
shape or material. 

XXIV.— RUNNING HIGH JUMP AND POLE-VAULT 

The height of the bar at starting and at each successive ele- 
vation shall be determined by the measurers. Three tries allowed 
at each height. Each competitor shall make one attempt in the 
order of his name on the program; then those who have failed 
(if any) shall have a second trial in regular order, and those 
failing on this trial shall take their final trial. A competitor 
may omit his trials at any height, but if he fail at the next 
height he shall not be allowed to go back and try the height he 
omitted. Each competitor shall be credited with the best of all 
his jumps or vaults. 

High Jump — A line shall be drawn 3 feet in front of the bar 
and parallel therewith, and stepping over such line, to be known 
as the balk-line, in any attempt, shall count as a balk. Three 
balks shall count as a " try." Displacing the bar shall count 
as a " try." 

Pole- Vault — A line shall be drawn 15 feet in front of the 
pole and parallel therewith, and stepping over such line, to be 
known as the balk-line, in any attempt, shall count as a balk. 



LAWS OF ATHLETICS 303 

Two balks to count as a " try." Displacing the bar or leaving 
the ground in an attempt shall count as a " try." The poles 
shall be unlimited as to size and weight, but shall have no 
assisting devices, except that they may be wound or wrapped 
with any substance for the purpose of affording a firmer grasp, 
and may have one prong at the lower end. 

No competitor shall, during his vault, raise the hand which 
was uppermost when he left the ground to a higher point of the 
pole, nor shall he raise the hand which was undermost when he 
left the ground to any point on the pole above the other hand. 

Any competitor who uses a pole without a spike shall be 
allowed to dig a hole not more than 1 foot in diameter at the 
take-off in which to plant his pole. 

XXV.— RUNNING BROAD JUMP 
The competitors shall have unlimited run, but must take off 
from or behind the scratch. The scratch line shall be a joist 5 
inches wide, the ground in front of which shall be removed to the 
depth of 3 and the width of 6 inches. Stepping over the scratch 
in an attempt shall be no jump, but shall count as a " try." 
Each competitor shall be allowed three trials, and the best four 
men shall have three more trials each. Each competitor shall 
be credited with the best of all his jumps. The measurement 
shall be from the outer edge of the joist to the nearest break 
of the ground made by any part of his person. A line shall be 
drawn 6 feet in front of the scratch line, and stepping over such 
line in an attempt shall count as a balk ; three balks count as a 
" try." 

XXVI.— PUTTING THE SHOT 
The shot shall be a metal sphere weighing 16 pounds. It 
shall be put from the shoulder with one hand, and during the 
attempt it shall not pass behind nor below the shoulder. It 
shall be put from a circle 7 feet in diameter, 4 feet of whose cir- 
cumference shall be a toe board, 4 inches in height. Foul puts, 
which shall not be measured, but which shall count as puts, are 
as follows: 



304 TKACK AND FIELD ATHLETICS 

1. Letting go of the shot in an attempt. 

2. Touching the ground outside the circle with any portion 
of the body while the shot is in hand. 

3. Touching the ground forward of the front half of the cir- 
cle with any portion of the body before the put is measured. 

Each competitor shall be allowed three puts, and the best four 
men shall each be allowed three more puts. Each competitor 
shall be credited with the best of all his puts. The measure- 
ment of the put shall be from the nearest edge of the first mark 
made by the shot to the point of the circumference of the circle 
nearest such mark. 

XXVII.— THROWING THE HAMMER 
The hammer head shall be a metal sphere. The handle may 
be of any material, and the combined length of the head and han- 
dle shall not be more than 4 feet, and the combined weight shall 
not be less than 16 pounds. 

The hammer shall be thrown from a circle 7 feet in diam- 
eter. In making an attempt a competitor may assume any posi- 
tion he pleases. Foul throws, which shall not be measured but 
which shall count as throws, are as follows: 

1. Letting go of the hammer in an attempt. 

2. Touching the ground outside the circle with any portion 
of the body while the hammer is in hand. 

3. Touching the ground forward of the front half of the circle 
with any portion of the body before the throw is measured. 

Each competitor shall be allowed three throws, and the best 
four men shall each be allowed three more throws. Each com- 
petitor shall be credited with the best of all his throws. The 
measurement of the throw shall be from the nearest edge of the 
first mark made by the head of the hammer to the point of the 
circumference of the circle nearest such mark. 

XXVIII 

Associate clubs shall have entire charge of the entries of their 
own members in athletic meetings, provided, always, that no 
member shall enter, compete or take part in any event at any 



LAWS OF ATHLETICS 305 

athletic meeting, the entries to which event shall not be limited 
to amateur athletics. This rule, however, shall not prevent this 
Association or its Executive Committee from prohibiting entries 
to any event or events. 

XXIX 

In all classes of limit events, competitors shall not be debarred 
by reason of having made a better record after the closing of 
entries for such event. 

XXX 

All cases of dispute and any question that may arise not pro- 
vided for in these laws, and in the interpretation of these laws, 
shall be referred to the Executive Committee of the Association. 

XXXI 

An intercollegiate record is any record made at the annual 
meeting of the I. C. A. A. A. A. 

A collegiate record is one made at any meet held by a member 
of the I. C. A. A. A. A. 

The I. C. A. A. A. A. shall keep a list of all intercollegiate 
records, and another of all collegiate records. 

XXXII 

This Association shall from time to time give its approval 
to all records made in standard " collegiate " games, and when 
so desired shall in its discretion inquire into and give its approval 
to all other (collegiate) athletic records and games. 

No record in running or walking shall be given, unless the 
same shall be timed by at least two official time-keepers, or by 
assistant time-keepers appointed by the referee. 

Xo record shall be given in the high, standing or broad jump, 
pole-vaulting, putting the shot or throwing the hammer, unless 
the same shall be measured by at least two official measurers. 

Said timers and measurers shall be regularly approved by the 
" club " or association giving games, or by the referee. 



306 TRACK AND FIELD ATHLETICS 

RULES TO GOVERN THE AWARDING OF THE CHAM- 
PIONSHIP CUP OF THE I. C. A. A. A. A. . 

RULE I 

This cup shall be awarded to that college of the Intercol- 
legiate Association of Amateur Athletes of America which shall 
be champion from one field meeting to the next. 

RULE II 

Section 1. — That college shall be champion which shall score 
a plurality of points. 

Sec. 2.^-Points shall be counted as follows: 

A first place shall count five points. 

A second place shall count three points. 

A third place shall count two points. 

A fourth place shall count one point. 

In case of a tie the points shall be divided. 
Sec. 3. — In the case of two or more colleges scoring an equal 
number of points, then if one of these colleges shall have been 
champion for the previous year, that college shall continue to 
hold the championship and cup for the ensuing year. 

Sec. 4. — But in case the champion of the previous year be 
not of those colleges described under Section 3 of Rule II, and 
that two or more colleges shall score an equal number of points, 
then for the ensuing year the championship shall be held in abey- 
ance, and merely the names of the colleges that make the tie, 
together with the date and place of performance, shall be in- 
scribed on the cup, and the cup shall be kept for the year by the 
Association. 

RULE III 

All disputes in regard to the possession of the cup shall be 
referred to the Association. 



LACROSSE 

Edited by Ronald Taylor Abercrombie, Johns Hopkins, 1900. 



EDITOR'S PREFACE 

Lackosse, like any other game of skill, must be 
played by each individual according to his own ideas 
at the moment of play. But there are certain under- 
lying principles — certain things from the experience 
of those who have played the game — that every man 
who expects to take up lacrosse should know before 
he even takes a stick in his hands. These the editor 
feels are brought out in the following pages. Any one 
with a desire to learn and a good brain, and no other 
should essay to learn lacrosse, can glean from these 
pages much that will be of value. 

Lacrosse in the United States is still in its infancy, 
and as a consequence no distinctive system has been 
generally adopted. So that the system here presented 
lays no claim to being a generally accepted one. It is 
merely a compilation, a patchwork if you will, from 
the systems of various teams, ISTorth and South. It has 
the weakness of any compilation, lack of coherence, 
and the strength of any combination, a variety of points 
of view. The principles underlying it all are the great 
principles of lacrosse, and upon it it is believed that 
a consistent effective team-play can be built. 

The editor hopes that it may be of value to the 
progress of the game in America. 



R. T. A. 



309 



CHAPTER I. 

THE GAME AS IT WAS AND IS 

A great many years ago — just how many history 
doesn't reveal — a member of one of the tribes inhab- 
iting the northern part of this continent discovered that 
a small sphere could be made to travel much farther if 
hurled from the end of a short pole than if thrown from 
the hand. The name of this aboriginal Isaac Newton 
is lost in the mists of ages, but his works endure. From 
that discovery came the modern game of lacrosse. 

Sixty years ago more than fifty tribes of American 
Indians were playing lacrosse. The manner of playing 
was similar throughout the country, but the different 
tribes had different names for the game. The Ojib- 
ways called it " Baggataway " ; the Algonquins " Tei- 
ontsesiksahcks." The present name of lacrosse was con- 
ferred by the French-Canadian settlers, who saw in im- 
agination a resemblance between the stick and a bish- 
op's crozier. 

The original " ball " was either fashioned by wind- 
ing thongs of rawhide into the semblance of a sphere 
or made of deerskin and filled with hair. The crosse 
was at first a three-foot wand with the tip bent back 
and held in place by a rawhide cord, the space so formed 

310 



THE GAME AS IT WAS AXD IS 311 

being netted with the same material. The resulting 
" spoon " was abont four inches in diameter. Upon two 
such sticks, one held in each hand, the ball was deftly 
caught and carried, and from them thrown remarkable 
distances, if the tales we hear of olden games may be 
credited. It is said that Tullock-chish-ko, the greatest 
player of the Choctaw tribe, could throw a ball 220 
yards. This is remarkable if so, for with our modern 
crosse only 1G0 yards have been attained. 

As played by the Indians of the Xorth, lacrosse 
was a grand melee, a battle royal, participated in by 
whole villages and often lasting from sunrise until noon, 
the wearied and disabled players dropping out and re- 
entering as the spirit moved them. Xo restriction was 
placed on the number of contestants nor upon the size 
of the battle-ground: often from four hundred to a 
thousand warriors took part, and the goals were any- 
where from a quarter of a mile to a mile distant from 
each other. The object of the contending sides was to 
put the ball past the opposite goal and they were not 
particular as to how that feat was accomplished. It was 
a brutal game, a supreme test of physical endurance. 
In it the young bucks won their spurs and the " star " 
player was as greatly honored in his village as was the 
hero of many battles. Each side was under the direc- 
tion of a chief, usually the most skilful player, while 
medicine-men acted as referees and umpires. The 
squaws, armed with rawhide whips, followed the game, 
inciting their braves with shrieks and yells, and sound- 



312 LACROSSE 

ly lashing the flagging players to renewed exertions, 
thereby enacting the part of an aboriginal cheering 
section. 

For extraordinary contests, such as games between 
rival tribes, the players, who had been preparing them- 
selves for weeks by fasting, were selected a month be- 
forehand and put in rigorous training to develop their 
wind and speed and render their muscles supple. On 
the night preceding the game the Great Spirit was in- 
vocated for victory at a wild dance about a huge fire 
during which the players, armed with their playing 
sticks, leaped and chanted until far into the night: not 
what we would nowadays consider an ideal preparation 
for a contest. The next morning the braves painted 
their faces and bodies and donned festoons of horse- 
hair or porcupine quills which, in the game, streamed 
from their backs like gorgeous tails. 

A match usually lasted for several days and con- 
sisted of from forty to a hundred games, a game being 
terminated when the ball was put past a goal or had 
struck a tree or other obstacle selected as a goal. Play 
began in the early morning and lasted well into the 
afternoon. 

When the sport was taken up by the Canadian whites 
many changes in the manner of playing were made. 
The length of the field was fixed — eventually at 125 
yards — the number of players on each side was restrict- 
ed to twelve, and the time of the game became from one 
hour to one hour and a half, a ten-minute intermission 




POSITION OF BALL IN CROSSE. 

The ball is well up in the body of the netting and the hands are well 
apart for a "sure" grip. 



THE GAME AS IT WAS AND IS 313 

dividing the periods. One stick was used instead of 
two, rubber was substituted for raw-hide in the com- 
position of the ball and the netting of the crosse was 
increased in area. A space about each goal was marked 
out and called the " crease," and into this attacking 
players were prohibited from entering to interfere with 
the goal-keeper so long as the ball was outside it. 

The first Canadian club of prominence was the Mon- 
treal. In 1885 the National Amateur Lacrosse Asso- 
ciation was formed. From Canada to the United States 
was an easy step, and soon the game was making friends 
on this side of the border. However, as early as 1882, 
on Washington's Birthday, the United States Intercol- 
legiate Lacrosse Association was formed. For a time 
the sport gave every indication of becoming very popu- 
lar. Interest died out, nevertheless, and in 1889 in 
New York the Association was reorganized with Prince- 
ton, Harvard, Lehigh and Johns Hopkins represented. 
Unfortunately for the prosperity of the game in this 
country the game died at Princeton and Harvard with 
the graduation of the men composing the first teams. 
Thus in 1891 only Lehigh, Stevens Institute and Johns 
Hopkins continued the organization. In 1902 Swarth- 
more was admitted. By the instigation of the enthusi- 
asts at Baltimore and the influence of the original league, 
in 1898 and 1899 interest was revived in the game at 
some of the leading universities and a few preparatory 
schools. An organization was effected in 1899 by Cor- 
nell, Harvard and Columbia, and in 1901, with the addi- 



314 LACKOSSE 

tion of Pennsylvania, the Inter-University Lacrosse 
Association was formed. These two leagues coexist at 
present, but the supremacy has remained with the older 
organization. While for reasons of convenience these 
two leagues are separate and distinct, the most cordial 
relations exist, and games between the different teams 
comprising the leagues decide each year the collegiate 
championship of the country. Every season many well- 
played and interesting contests take place. The past few 
years have shown an increase in interest in the sport that 
is encouraging. Now that the preparatory schools are 
adopting the game, another year or so will see it in a 
most flourishing condition. Recently the visits of repre- 
sentative Canadian University teams, and in June, 
1903, the visit of the English team, composed of Oxford 
and Cambridge players, have lent a healthy stimulus to 
the sport. 

The merits of lacrosse are many and its faults are 
few. It is a healthful, vigorous sport, interesting and 
exciting to players and onlookers alike. It is refresh- 
ingly simple, requiring a minimum of paraphernalia 
and devoid of the dozens of technicalities which render 
both football and baseball difficult of enjoyment to the 
uninitiated. Bearing out this statement is the fact that 
the rules of lacrosse occupy four pages, the rules of 
football ten and those of baseball fourteen. 

As a game for the schoolboy it recommends itself 
at once. The outlay necessary for the formation of a 
team is slight; the clothing, a sleeveless or quarter- 



THE GAME AS IT WAS AND IS 315 

sleeve shirt, a pair of running pants, canvas shoes with 
either rubber or leather soles, can be purchased for 
somewhat under three dollars. A good stick may be 
had for two dollars, and balls, bought singly, cost fifty 
cents. With these and four poles which when in the 
ground shall measure 6 feet to their tops, you have 
everything necessary save the field; and that should 
not be hard to find. One hundred and twenty-five yards 
is the indicated distance from goal to goal, but a far 
shorter field will answer, especially if, as may happen, 
your team numbers nine or ten players instead of twelve. 
And there are those who think lacrosse would gain by 
the elimination of two players from the dozen. 

Lacrosse requires, however, something more than 
sticks and apparel. Cool judgment, speed and endur- 
ance are the most important requisites; skill may come 
later. ISTot even in football is team-play more essential, 
and the youth who goes into a lacrosse game with the 
intention of " doing it all himself " is destined to a rude 
awakening and, probably, a salutary defeat. Individual 
playing must be subordinated to team-work. The day 
of long runs the length of the field through the ranks 
of the enemy is over and it is skilful passing that wins 
the most goals. Each player is assigned a position at 
the commencement of the game, and that position he 
must relatively maintain until the final whistle has 
blown. This does not mean that he is not at liberty 
to leave it temporarily when play requires; he may 

adventure into the next man's territory as often as is 
21 



316 



LACROSSE 



NORTH 



Qny width* a-b 



-18 ft. 



—*-bft-4»~ 



0&°al 



Point (3w Insidellome 
Cover Point Q A Outside flome 
l lf Defense O© l sr Atta.cK 
2 d Defeose O© £°AttacK 
^Defense Q £ 3 d AfctracK 

(±Q) Csnceir - 

Center ^j>£ [R-D=l2Ft.) 

3 d Attack O© 3 ^ 6 ^" 56 

^AttacK (3^ ^"Defense 

l sC AtfacK O^ 1 st Defense 

Outside Home O^ Cover Point 

InsideHome Ow Point 



Crease 



{&% 



iQ-oal 



tboal* 



CREASE 



SOVTtl 



Diagram M. — Lacrosse field and positions of players.. 



THE GAME AS IT WAS AND IS 317 

necessary to advance the ball; lie may sometimes leave 
half the field between him and his post; but, and this 
is a fundamental rule, he must get back to it the in- 
stant he is free to do so; and while he is away it must 
be filled by the next player of his side farthest from 
the ball. Any one who has played basket-ball will read- 
ily understand why this is so. The accompanying dia- 
gram shows the plan of the field and the players' posi- 
tions. 

There is no arbitrary rule governing the placing of 
the players, but the system shown (Diagram M) is the 
most satisfactory and the one most in vogue. Particu- 
larly, should the attack line straight up and down the 
mid-line of the field, and so their opponents, the de- 
fense, do the same. The nearer the play approaches 
to being in a straight line, the better it is for the at- 
tacking side, and the harder it is for the defense to stop. 
This way of " lining up " allows the attack the best 
possible chance of uncovering at the same time lessen- 
ing the distance to goal. "When the attack plays out, 
nothing pleases the defense man more, for it is defense's 
duty then simply to keep the attack man out, or at 
least be between him and the goal. 

Let us suppose that both teams have passed the in- 
spection of the referee as to spiked shoes and lawful 
sticks and have taken their positions. Behind each goal 
is an umpire whose duty it is to decide whether a goal 
has been fairly taken. The opposing centers in the 
middle of the field prepare for the " draw." They 



318 LACROSSE 

stoop, each facing the attacking goal, and lay the backs 
of their sticks flat on the ground so that the backs of 
the gut are against each other. The ball — made of 
sponge rubber and two inches in diameter — is placed 
between and at a signal from the referee the sticks are 
drawn sharply past each other, releasing the ball, and 
play begins. The North center is successful in the 
" draw " and the ball goes to the third attack, who 
picks it up on his stick and starts toward the South 
goal. But his opponent, the South third defense, is 
not idle. He may, by the rules, strive to obtain pos- 
session of the ball either by " stick-checking " or " shoul- 
dering " ; that is, he may strike his opponent's crosse 
with his own, and push it up, down or to the side, and 
so possibly dislodge the ball, or he may charge the 
opponent from the side or front with shoulder and hip. 
We will presume, however, that his efforts are vain, 
and that the North third attack still has the ball. 

A try for goal from where he is would only be 
advisable as a last resort; he can not hope to win 
through the field that is crowding about him; his play, 
therefore, is to pass to some other of his own side who 
is uncovered; i. e., away from the opponent playing 
opposite him. In the present case that player is prob- 
ably the second attack. And to him, with a quick jerk 
of his crosse, third attack sends the ball, over the heads 
or beyond the reach of the enemy and in front of second 
attack, who speedily picks it up on the bound or, if he 
has been carefully watching events, takes it in the air. 






THE GAME AS IT WAS AND IS 319 

He in turn is besieged by the defense, and again the 
ball is passed, this time, possibly, to outside home. The 
latter, if successful on the catch, gets it high in the air 
and with a quick turn " shoots " it downward for a point 
near the ground between the goal-poles. But the south 
players are close about the goal and the try is blocked, 
the ball rolling to one side. 

The south cover point is after it quickly, scoops it 
into his stick, turns and sends it far down the field. 
There his own second attack and the north second de- 
fense strive to get possession of it. They are running 
nearly even. As they approach the ball the south player 
closes up with the other and, when the ball is some ten 
feet distant, " body checks " him. That is, he swings 
his hip sidewise suddenly and forcibly just at the mo- 
ment when the other's nearest leg is behind him. The 
thrust throws the north player to the side and his rear 
leg, swinging forward again, drops behind the other 
and he goes down. 

South scoops the ball up, turns, dodges successfully 
past the first of the defense and passes the ball across 
to the first attack. The latter gets it, sees his chance, 
and, as he swings about, throws overhand at goal. 
Cover point reaches him too late; inside home checks 
the north goal's stick; point sees the danger and tries 
to avert it; but the throw is swift and true and the ball 
shoots knee-high to the left of the goal-keeper and south 
scores. The teams change goals and the ball is again 
faced in the middle of the field. 



320 LACEOSSE 

In lacrosse everything is done on the run, picking 
up, catching, passing, long throwing and checking, and 
the player must have his wits about him every moment 
of the time. Like ice hockey, it is a game in which a 
plan of action must often be formulated and begun 
while the body turns around — between the securing 
of the ball and recovery; and this may explain why the 
lacrosse-player takes to hockey when winter comes, and 
vice versa. There is little time for posing. With an 
opponent striking at your stick — and the possibility of 
a blow on your head, shoulder, elbow or hands — you 
must decide quickly what is to be done and then do it 
just as speedily as you know how. Lacrosse oilers good 
training for the wits as well as for the muscles. It is 
not a substitute for baseball or football, but a sport 
wholly worthy to take its place beside them; deserving 
of popularity if for no other reason than that it is the 
one outdoor game of American inception. 



CHAPTEK II. 

HOW TO PLAY 

Training. — Good physical condition is quite as es- 
sential for lacrosse as for football or any other form 
of athletics. Endurance and nervous force are of first 
importance. Tobacco and liquors should be avoided, 
a plain, nourishing diet should be held to and regular 
hours should be kept. As in football, overtraining 
must be guarded against; an undertrained player is of 
more value than one who is overtrained. 

Early practise should begin in the fall and be 
kept up until cold weather comes. The fall season ought 
to be long enough for the novice to learn the funda- 
mentals of the game. 

Fundamentals. — The use of the stick is the first 
thing to learn. Become proficient at picking up the 
ball before you essay catching or throwing. There are 
two methods of picking up. These are first and all im- 
portant, with both hands, and second, with one hand 
on the crosse. Learn with two hands first, and only 
use one hand in exceptional cases. A beginner should 
always keep two hands on his crosse. 

In picking up the ball on the run carry the stick at 

your side (to prevent a jab into the stomach), holding 

321 



322 LACROSSE 

it with one hand just at the butt. As you near the 
ball lower the net end until it is about two inches from 
the ground, bring the hand holding the stick to the 
side of the hip and increase your speed. Stiffen the 
arm, lower the stick farther and scoop the ball over 
the end of the net by a quick forward motion of the 
arm. Do not slouch on the right side ; it is not necessary 
to lower the shoulder at all; it is the speed at which 
the stick strikes the ball that throws the latter into the 
net. If the ball instead of being motionless or rolling 
away from you is coming toward you, slacken your 
speed if the pursuit is not too near. Otherwise raise 
the butt end of the stick to keep the ball from climbing 
the net and falling out over the back. Avoid reaching 
so far ahead of you that the ball enters the net only to 
leap out again at the first effort to raise it. One hand 
picking up enables you to use the other hand to ward 
off blows at your stick. 

In a scrimmage always use both hands to pick up. 
Here it is necessary to place the net over the ball and 
by pulling it sharply back roll the ball toward you, then 
placing the edge in front of its path so that its momen- 
tum will carry it into the net. To use but one hand 
on the stick when doing this is practically impossible. 

Throwing. — There are two ways to throw the ball, 
the overhand throw and the underhand throw. The 
overhand throw is the simplest, and should be learned 
first. The only way to learn is to get a stick and a 
ball and practise, at first against a wall or fence. In 



HOW TO PLAY 323 

the overhand throw the stick is held with the net to 
the left * of the body and above the shoulders, the left 
hand grasping the stick just above the end of the net 
and the right hand holding it at the extreme end. The 
ball should be against the rim about one-third way up 
the net when the stick is in position to throw. The 
throw is then made by bringing the net downward past 
the body to the right. The same throw is made to the 
left by facing that direction and taking position accord- 
ingly. 

The underhand throw is made with the net below 
the waist, the hands placed as for the overhand throw 
and the body bent. At the throw the body is straight- 
ened and the stick is brought upward with a quick 
scooping motion across the front of the body and to the 
left. This throw may, of course, be also made to the 
right. Side throws are made with the stick held across 
the body and more or less parallel to the ground, and 
are modifications of the overhand and underhand. For 
short, sharp passing the side throw is usually the best. 
In any of these throws an essential requirement is to 
direct the gaze to the point where the ball is to go at 

* It is immaterial over which shoulder a person learns to use his 
crosse. In this country the great majority use the right-handed crosse 
over the left shoulder. That is, the right hand is on the butt of the 
crosse and the left just at the end of the netting while the wood ridge 
is toward the side — outside to the left. It is more natural to use the 
right-handed stick over the right shoulder. This brings the wood ridge 
on the inside and thus the usefulness of the stick is increased. For 
an older player it is advisable to learn both ways. However, it is not 
advisable to use a left-handed stick in any event. A left-handed stick 
is never allowed in facing. 



324 LACKOSSE 

the moment the throw begins. Otherwise certainty of 
direction is impossible. 

Catching. — In catching the stick may be held in 
a number of positions. The knack of the catch con- 
sists of " giving " with the stick so that the ball instead 
of meeting a motionless object, from which it would 
bounce back, encounters an object moving in the same 
general direction in which it is itself moving, and so 
has its flight stopped gradually. 

In catching a long throw the entire net end of the 
stick should give to the impetus of the ball, otherwise, 
as has been said, the ball will bounce away from the 
gut. In catching short passes, however, it is only nec- 
essary to give the net a peculiar dip or twist from the 
wrists to accomplish the same result. For short pass- 
ing the side catch is best, but naturally what the catch 
is to be depends on what the throw is. A side catch 
will answer for a ball coming anywhere between the 
shoulder and knee, but for a ball reaching you outside 
of that radius or coming directly at you from the front 
it will be necessary to use the stick in some other 
manner. 

In practising passing do not stand at one end of 
a ten-acre field and throw the ball to a companion at 
the other end. A long throw is very beautiful to watch 
and, if done well, quite an accomplishment. But now- 
adays the game is won by short quick passing and long 
throwing enters into it but little. If you are a captain 
or a coach get your men together at distances from each 



HOW TO PLAY 325 

other of from 15 to 30 feet and let them keep the ball 
or balls going at good speed, catching at all elevations 
and angles, using the side throws, keeping the ball in 
the lower end of the stick, and getting it out again 
without a moment's hesitation. 

Pass to right or left of your man and never straight 
in front of him and try to put the ball at a height 
between knee and head. " Snap " the ball from the 
stick quickly. Remember that when you are in a con- 
test you will have no time to poise your body or make 
any other preparations for a throw. So learn quick 
thinking and quick acting in practise. 

Running — or sprinting, as it really is — forms a large 
part of lacrosse, and men who can start quickly and run 
hard are the kind that, all other things being equal, 
make the best players. Training in this branch of the 
game may be had during the winter on the gymnasium 
track; the arrival of spring ought to see the lacrosse 
candidate well supplied with speed and endurance. Too 
much emphasis can not be laid upon the latter require- 
ment, and when it is considered that during an average 
contest lasting over one hour few players are motion- 
less for more than a few seconds at a time the reason 
is apparent. 

Passing. — In the early season, before the goals are 
set up, a form of practise which admits of most of the 
plays appearing in a regular contest is that in which the 
candidates are divided into two sides but are not re- 
quired to play any positions. The ball is given to one 



326 LACKOSSE 

side and its players are to prevent the securing of it 
by the opponents. This is called " tag." It teaches 
catching, passing, dodging and checking, and as there 
are no pauses such as occur in a contest after a try at 
goal or when the ball is being brought in and faced, it 
is an excellent form of practise for the chilly days of 
early spring. The object, if your side has the ball, is 
to " uncover " — that is, throw off the man playing 
opposite you, so that it can be safely passed to you. If 
you secure it it is then your duty to find another of 
your side uncovered and pass it in turn to him before 
an opponent has knocked it from your stick. Needless 
to say, with the ball once in your possession it is fatal 
to stand still; you must keep on running, guard your 
stick from the assaults of the opponent, dodge when 
necessary and all the time be on the lookout for a 
chance to pass. Be discreet about dodging, for by 
dodging you invite checks. In passing to one of your 
side never throw the ball directly at him, but always 
try to place it ahead of him and where he will be able 
to make a good catch without pausing in his run. If 
he is comparatively uncovered you will have time to 
make a slow, safe pass. If, on the other hand, he is 
closely followed by his opponent you will be required 
to pass the ball to him before the opponent gets where 
he can intercept it or spoil the catch. In any case if 
you pass the ball directly at him he will have to slow 
down so that it will not pass behind him, whereas if you 
aim ahead of him, in distance according to the pace he 








S s "5 






HOW TO PLAY 327 

is going, lie will be able to keep on running — perhaps 
even increase bis speed — and catcb tbe ball in front of 
him, with his stick probably out of reach of his oppo- 
nent's. 

Above all, avoid throwing over his head. Perhaps 
he will catch it, but it is more probable that he won't, 
for his opponent's stick will very likely be striking at 
his own, which, being above his head, is within easy 
reach. If the ball does go by him, the elevation means 
a long chase with the possibility of the other man get- 
ting there first. Of two evils choose the lesser and 
pass too low rather than too high. 

Candidates for the position of goal-keeper should 
not neglect the general catching and passing practise. 
The goal should be- an all-around player and should 
equal if not excel any other member of his team in 
stick work. Practise at goal tending may be had by 
him in a small way before the goals are set up by mark- 
ing a 6-by-6 square on a wall or side of a building and 
defending it against the attack of another goal-keeper 
candidate, later changing places with him. 

Goal-shooting. — Excellent practise at shooting 
goals may be had during the winter in the gymnasium. 
A goal may be set up or a square may be marked off 
on the wall. If possible, have a player defend the goal ; 
if not, place an obstruction about equal to a man in 
height and breadth in front of it and try to shoot past 
it. Shooting at an undefended goal, while better than 
no practise at all, is not of very great value, since in a 



328 LACROSSE 

contest you will find some ten square feet of goal-keeper 
moving back and forth across your target. In shooting 
for a goal always try first for direction and next for 
speed. The fastest ball in the world will not better 
your score unless it is aimed at the goal. Of all shots 
which the ingenuity of the goal-keeper is taxed to stop 
the most difficult is the shot made with a hard down- 
ward slash of the stick and which lands the ball just in 
front of the goal, 3 to 6 feet, from where it bounces in. 
This is a hard shot to judge, as the rebound is dependent 
not only on the angle at which it strikes the ground, 
but on inequalities of the turf and the twist in the ball 
itself. 

One of the first lessons to learn is not to aim at the 
goal-keeper. The beginner finds an almost irresistible 
attraction in the goal-keeper, and time after time, in- 
stead of aiming at some point to the right or left of 
him, slams the ball directly at his breast as though a 
bull's-eye was to be scored by striking the letters on 
his shirt. 

Standing directly in front of goal, you have 36 
square feet at which to aim, less the size of the goal- 
keeper. As you draw away toward either side what may 
be termed the shooting surface is decreased until, when 
you have reached a point even with the front line of 
the goal, it has utterly disappeared. Hence, if you 
shoot from in front of the goal your chance of scoring 
is greater than if you try from an angle. So don't 
shoot from the side as long as there is a chance to get 



HOW TO PLAY 329 

in front. But if there is no chance to better your posi- 
tion, shoot anyhow. Remember that you can't score a 
goal until you shoot, and shoot whenever you have a 
good opportunity. Ill-judged attempts are exasperating 
enough, but not nearly so exasperating as wasted oppor- 
tunities. The team which gets the ball within shooting 
distance and then loses it while indulging in a lot of 
unnecessary passing in the hope of making the shot abso- 
lutely certain exhibits a weak attack. There is a funda- 
mental rule which says you shall not pass in front of 
your own goal; there ought to be a rule prohibiting 
more than two passes in front of the opponent's goal. 

Checking. — There are two ways of preventing the 
securing of the ball by an opponent which are not pro- 
hibited. One is called " stick-checking " and the other 
" body-checking." " Stick-checking " consists of strik- 
ing the opponent's stick with your own and pushing it 
to one side or up or down and, it may be, holding it 
there until one of your side has secured the ball. 
" Body-checking " consists of putting the opponent out 
of the way by striking him forcibly with your body. 
One way to do this is to run into him with the shoulder ; 
another way, and the more effective, is to swing against 
him with your hip, choosing as the time for doing so 
the moment when his leg nearest you is behind him. 
Practise will render you capable of delivering a blow 
of great force with your hip. The idea of checking 
when the opponent's nearest leg is behind him is that 
the blow will throw him away from you and the rear 



330 LACEOSSE 

leg in swinging forward again will bear up behind the 
other and topple him over. Yon will not be able to do 
this perfectly the first time; it will require practise to 
learn just the moment at which to swing the hip out- 
ward. 

To meet a " body-check " of this sort, run with your 
feet well apart and shorten your stride sufficiently to 
allow yourself a certain control over your body. If 
you are a light-weight stiffen the frame and give to 
the blow so that while you will be thrown out of your 
course you will not go down. Then recover as quickly 
as possible. If you are a heavy-weight throw all your 
resistance against the check and chance the result; it is 
probable that unless your opponent has as much weight 
as you he will go farther out of his course. If you are 
tall make your body flexible and yield instantly to the 
blow. The opponent, not finding the expected resist- 
ance, will probably go down himself. At least he will 
fare quite as badly as you. 

The " body-check " should be used in running into 
an opponent who is about to throw for goal. Striking 
with the elbow may do the work, but the hip blow will 
usually prove more disconcerting and is harder to avoid, j 
Of course the " body-check " can only be used when 
approaching the opponent from the side or front. How- 
ever, if you are obliged to go at him from the front to 
spoil a shot at goal use the " stick-check." Kun at him 
and slam the flat of your stick against his as the latter 
comes down from over his shoulder. Use the flat and 



HOW TO PLAY 331 

not the edge, as the former will hold nine times out of 
ten while the latter "will often slip off. Moreover, you 
"cover" better this way. Never allow an opponent 
an undisturbed try for a goal. 

"When pursuing an opponent who has the ball don't 
waste your strength and retard your speed by slashing 
wildly at his stick with your own in the overhand fash- 
ion. Your blows may make his shoulder and elbow 
rather uncomfortable, but there's very little chance of 
their reaching his stick. Besides their futility they are 
liable to operate against you by throwing you out of 
balance. If you have ever tried to deal a hard over- 
hand blow with a crosse while running at full speed 
you will appreciate this fact. Your opponent can ward 
off almost every blow of this sort with his arm or upper 
body. So let overhand checking alone when in pursuit 
and use the underhand. Trail your stick behind you 
with right or left hand some four inches from the butt 
until stick and arm are stretched well back. Then 
bring both around sharp and hard with a rising swing. 
This upward check will almost always reach his stick, 
as there is no certain way for him to guard against it, 
and very often it will dislodge the ball. 

When your opponent is running away from you, 
"stick-checking" is your only course. But if the op- 
ponent is coming toward you for a try at goal and is 
still too far distant to shoot " body-checking " is what 
is called for. Don't wait for him to come up to you, 
but go down to him and try conclusions as far from 



332 LACEOSSE 

goal as possible. Don't waste your chance by whacking 
blindly at his stick with your own. If he is a good 
dodger he will fool you as sure as fate. He will prob- 
ably hold his crosse out very invitingly in the hope that 
you will strike at it; if you do he will double around 
you before you have recovered and will be yards to the 
good before you have turned. Use the " body-check " 
against him. If you are going fast he will find it easy 
to feint to one side and go past on the other, so slow 
up when a few yards away and wait for him. Then 
watch and be on your toes. When he starts to go to 
one side of you step into his path, brace yourself and 
give him hip and shoulder. His momentum will put 
him out of your way. If instead of giving you this 
chance he starts to circle, keep alongside, running wa- 
rily and only fast enough to keep him moving away from 
the center line of the field. Never mind where he puts 
his stick nor how tempting it may look; play for the 
man and not the stick. Watch him every instant and 
at the first chance to " body-check " him, go in hard. 

Positions. — A captain may place his men on a la- 
crosse field in any fashion that pleases his fancy, but 
the arrangement shown in the accompanying diagram 
is most in favor in this country. The duties of the vari- 
ous members of a team are what their locations on the 
field would indicate. 

Goal-keeper should be an excellent all-around 
player and one whose stick-work is of the cleverest. 
He should be an adept at stopping balls with stick or 



HOW TO PLAY 333 

body; the really fine goal appears to know by in- 
stinct where the ball is coming and the way in which 
he throws up his crosse, thrusts out a leg or turns the 
body to meet it is precision itself. He must be able to 
pick out the man of his side who will use the ball most 
advantageously and send it to him, and he must do this 
in the twinkling of an eye. Infrequently he will be 
required to go out and spoil a shot, and so must be a 
good checker. 

Point and Cover Point have for first duties the 
checking of the attack of inside home and outside home. 
Close shots at goal are their especial prey, but they must 
at all times be ready to aid the goal-keeper and should 
be hard, strong players and able to throw well under 
all sorts of conditions. 

The Defenses have a wider range of action than 
the points. Primarily they must check their men, the 
opposing attacks, but beside that duty they must play 
the part of advance guards, be ready to repel the in- 
cursions of the center and quick to fall back and form 
into a defensive cordon about the goal. First defense 
should not adventure so far from home as the other 
two when he has the ball, nor, as a general thing, should 
he be expected to go far to the sides of the field in 
case of balls falling there; this duty is better attended 
to by second and third defense. 

Center's first duty is to feed the attack. Beyond 
that he has a larger range than any other man on the 
team and must make himself generally useful as often 



334 LACROSSE 

as he can afford to uncover his opponent. Above all, 
he should be second to none as an accurate thrower and 
ought to excel all others as a sure catcher. 

The Attacks should be hard players, fast runners 
and dodgers and good goal-shooters. And they must 
have a little more than their share of endurance. With 
the ball once among them they should set a fast pace, 
pass quickly and shoot when the opportunity presents 
itself. 

Outside and Inside Home are supposed to be, first 
of all, goal-shooters, and for this reason they ought to 
excel in this accomplishment. But frequently their 
duty will consist of checking the points while an attack 
tries for goal. But whether shooting or checking, their 
work should be fast and their attack fierce; the home 
positions are no places for slow or overcautious players. 

Team-play is what counts in lacrosse as in football 
or baseball. The young player when starting out should 
disabuse his mind of the idea that what is required of 
him are " grand-stand " plays such as long runs and 
long throws. He is part of a machine and must keep his 
place. Each player on a lacrosse team may be likened 
to a cog-wheel which, revolving in its place, mashes 
into other wheels on either side of it. Just so long as 
the twelve cog-wheels maintain their positions they 
must revolve in unison; but the disarrangement of one 
of them will stop the others. 

It is scarcely possible to lay too much emphasis on 
the necessity for every player keeping the position as- 



HOW TO PLAY 335 

signed to him at the beginning of a period of play. 
But by " keeping the position " is not meant that the 
player must stand in the same spot all the time or even 
move in a space a few yards in area. Each player is 
allowed a movement up and down the field practically 
equal to the distance of the nearest players of his team 
on either side of him. That is, third attack, for in- 
stance, may advance as far as the position of second 
attack and retreat as far as the position of center. It 
is the relative position that each man should preserve, 
for in every game the entire team save the goal-keeper 
moves up or down the field. But once having taken part 
in any disarrangement of the field regain your own 
position as soon as may be; go back to it on the run and 
don't loiter back; there is no telling how soon you may 
be needed just there. 

The effort must always be toward having as many 
players as possible where the ball is; numbers represent 
strength. On the attack with the ball near the oppo- 
nent's goal, the entire team save the goal-keeper and 
close defense should move toward the scene of opera- 
tions, each man advancing one position. In the same 
way, on the defense, with the ball near your own goal, 
the team as a whole retreats toward the point of the 
enemy's attack, each player, as before, moving to the 
next player's position. The advantages of this can be 
readily seen. For instance, in the first case, on the at- 
tack, you have massed your men closer together in the 
region of the opponent's goal, and so can make your 



336 LACEOSSE 

passes shorter and more rapid. In the second case, on 
defense, if the try at goal fails and the ball goes back 
of goal you can spare a fielder to assist the goal-keeper 
or point in gaining possession of it. 

Before the Game. — Unlike football or baseball, 
lacrosse is not a game which may be planned before- 
hand save as to a general system. ~No matter what 
sort of an attack was mapped out when play started, 
one minute later all plans would be worse than use- 
less. In lacrosse the situation changes every instant, 
and it is for this reason that cool, quick judgment is the 
player's most valuable asset. But what the captain can 
do is to decide how certain emergencies shall be met 
when they arise and what players shall do in certain 
cases. For instance, problems like the following can 
and should be solved before the game and drilled into 
the players: 

On defense; a shot at goal has failed and the ball 
has gone out. Inside home and goal-keeper have gone 
after it. Where is point's position? Where is cover- 
point's position? 

On defense; second attack gets the ball on the side 
of field, eludes second defense and runs in. Who goes 
out to meet him? What is first defense's play? If 
cover-point meets second attack who covers his man? 

On defense; outside home has failed at goal and 
goal-keeper has swept the ball toward the corner of the 
field. Inside home goes after it. Where is cover-point's 
position? Where is first attack's position? 



<f - ^ - /* A 


^ 


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fig* BB<S»^^^ J^^t 


^••••■'* 


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i 


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ff . 
j 



GOAL WATCHING PLAY COMING IN FROM BEHIND THE 
GOAL-LINE. 




FACING OFF. 

Backs of both crosses are on the ground with the ball between. 
The centers are on their feet ready for a spurt after "play." 



HOW TO PLAY 337 

There are many other situations occurring in an 
average game which may be provided for previously. 
If the men have been taught what to do in such con- 
tingencies they will not only know instantly what their 
own play is but what the other men are doing and 
where they are placed. The result will be precision of 
movement and strength of position. 

Points. — There are one or two general points which 
it is well to know and remember. When an attack at 
goal is made attack players must be careful not to crowd 
too close to the goal and so block their own efforts. 
Overeagerness very often causes players to get in the 
way of the shots of their own side. Wait until the shot 
has been made and then rush for the goal. If goal- 
keeper stops the throw with his body the ball is liable 
to drop right in front of goal, and if the attack is thick 
thereabouts it will not be a difficult thing to force it in 
either by the stick or by kicking. 

It also frequently happens that an attacking player 
can find none of his side uncovered, and so is unable to 
pass. In that case he should toss the ball high so that 
it will land just in front of goal. Then if the attack 
closes in and strives to slash it through as it comes down 
or kick it through afterward a score is likely to result. 

Bear in mind that the man who has just passed the 
ball to you is the one of all most likely to be uncov- 
ered. Very frequently you will be able to pass back to 
him for a long gain, and sometimes you will be able to 
do this not once only, but several times in succession. 



338 LACKOSSE 

In an attack at goal it should be inside home's duty 
to check point's stick the moment the throw is made 
and then instantly give his attention to goal-keeper. 

Don't talk to your opponent. Keep your mind on 
the game every minute. 

Don't come out on the field looking like a tramp. 
Wear clean togs and see that they are in good repair. 
Look well to shoes and stick. 

Always know where you are. In the pauses of the 
game locate yourself with relation to the goal and your 
nearest neighbors. "When the ball is coming to you 
size up the situation while the ball is on the way so that 
as soon as it is in your crosse you can light out. 

Keep cool,' use your brain all the time and watch 
the ball. 

Finally, play hard, but don't " slug." Play for the 
love of the game and not merely to win. In short, play 
like a gentleman. 



LACROSSE RECORDS 339 
LACROSSE RECORDS 

GAMES OF 1903. 

Swarthmore beat Hobart 9-1 ; College of the City of New 
York 11-1; Stevens 9-5; Columbia 14-1; Lehigh 10-6; tied Penn- 
sylvania; lost to Crescent A. C. 4-10; Johns Hopkins 4-6. 

University of Pennsylvania beat College of the City of New 
York 5-1, 7-3; Harvard 5-1; tied Swarthmore 1-1; Hobart 2-2; 
lost to Lehigh 4-5; Cornell 3-4; Columbia 2-3; Toronto 3-9; Ox- 
ford-Cambridge 1-7. 

Johns Hopkins beat Pennsylvania 6-0 (forfeited) ; Hobart 
8-1; All-Baltimore 7-0; Stevens 13-1; Lehigh 17-4; Swarthmore 
6-4; lost to Crescent A. C. 3-10; Toronto 6-9. 

Harvard beat College of the City of New York 6-2; lost to 
Pennsylvania 1-5; Crescent A. C. 3-12; Cornell 3-4; Hobart 1-4; 
Oxford-Cambridge 5-7. 

Columbia beat G. N. Y. T. A. A. 4-0; College of the City of 
New York 5-2; Pennsylvania 3-2; Cornell 5-1; lost to Crescent 
A. C. 2-7; Swarthmore 1-14; Stevens 1-5. 



ADDITIONAL RECORDS 



LACEOSSE EULES 343 

KULES OF LACEOSSE 

OF THE 

INTERCOLLEGIATE LACROSSE ASSOCIATION 
(Adopted November 30, 1901) 

Rule 1 



Section 1. — Each player must be a student of some depart- 
ment of his university or college, and must have attended, for 
three months previous to the match, courses to the extent of at 
least five hours a week, and have been regularly examined in such 
course or courses. No player shall play in the games of the In- 
tercollegiate Lacrosse Association of the United States for more 
than a total of four years. 

Sec. 2. — No player who shall have represented any collegiate 
institution or institutions for . a total of four years shall be 
allowed to play in the games of the Intercollegiate Lacrosse Asso- 
ciation of the United States. 

Sec. 3. — At least ten days before each match the contesting 
teams shall furnish each other with a list of the men from which 
their team is to be selected. 

Sec. 4. — No player shall be allowed to wear metal stripped, 
heeled or spiked shoes, nor shall there be any projecting metal 
on the shoes, and any player attempting to evade this law shall 
be immediately ruled out of the match. 

Rule 2 



Section 1. — Twelve players shall constitute a full team. 
Sec. 2. — If, however, one team is unavoidably short of men, 
the other team shall, if it see fit, drop men until the number of 



344 LACROSSE 

the two teams is equal. But no match shall count in which both 
sides begin the game with less than nine men each. 

Sec. 3. — Should any player be compelled to leave the field dur- 
ing the match through illness or injury, the opponents shall drop 
a player to equalize the sides. 

Sec. 4. — The players on each side shall be designated as fol- 
lows: 

Goal-Keeper. 

Inside Home Point 

Outside Home Cover-Point 

First Attack First Defense 

Second Attack Second Defense 

Third Attack Third Defense 

Center Center 

Third Defense Third Attack 

Second Defense Second Attack 

First Defense First Attack 

Cover-Point Outside Home 

Point Inside Home 

Goal-Keeper. 

Rule 3 

captains 

Section 1. — The captain of each side must be one of the play- 
ers. The captain shall toss for choice of goals, and shall report 
any infringement of the rules during a match to the referee. 

Rule 4 

GOALS 

Section 1. — Each goal shall consist of two poles six feet apart, 
and six feet above the level of the ground, joined by a right top 
cross-bar. The poles must be fitted with a pyramid-shaped net- 
ting of not more than one-half inch mesh, which pyramid shall 
extend and be fastened to a stake in the ground at a point seven 
(7) feet back of the center of the goal, and said netting shall 



LACROSSE EULES 345 

be so made as to prevent the passage of the ball put through 
the goal from the front, and the bottom of the netting must be 
held close to the ground with pegs or staples or bars.. They 
shall be placed at least 110 yards, and if the ground will per- 
mit, 125 yards from each other. In matches, they must be fur- ' 
nished by the home club. 

Sec. 2. — The goal shall be a marked line, twelve by eighteen 
feet, and the goal-posts shall be placed six feet from the front 
and back lines and six feet from the side lines. 



Rule 5 
the crosse 

Section 1. — The crosse may be of any length to suit the 
player; woven with catgut, which must not be bagged. (Catgut 
is intended to mean rawhide gut or clock-string, not cord or soft 
leather). The netting must be flat when the ball is not on it. 
In its widest part the crosse shall not exceed one foot. A string 
must be brought through a hole at the side of the tip at the turn, 
to prevent the point of the stick catching an opponent's crosse. 
A leading string resting upon the top of the stick may be used, 
but must not be fastened so as to form a pocket lower down 
the stick than the end of the length strings. A bumper or stop 
can not be used. 

Sec. 2. — No kind of metal, either in wire or sheet, nor screws 
or nails, shall be allowed upon the crosse. Splices must be made 
either with string or gut. 

Rule 6 

THE BALL 

Section 1. — The ball to be used in all match games must be 
of sponge rubber, and marked " Regulation Lacrosse Ball," and 
weigh about five and three-quarter ounces. In each match a 
new ball, furnished by the home team, must be used. It shall 
become the property of the winning team. 



346 LACROSSE 

Rule 7 
officials 

Section 1. — The referees who are to act in the games on the 
official schedule shall be agreed upon at the annual convention, 
and alternates shall be chosen at the same time. Such referees 
and alternates shall be men of recognized ability; but shall not 
be students, alumni or partisans to the college contesting. 

Sec. 2. — The umpires who are to act in the games on the offi- 
cial schedule shall be agreed upon either at the annual conven- 
tion, or by the referee and captains before the game. 

Sec. 3. — Two timekeepers shall be appointed, one by each 
captain, before the beginning of the match. Their duties to be to 
keep an accurate account of the time of the match, deducting 
time for stoppages in the actual play, resulting from injuries 
to players, ball out of bounds, or disputes. 

Sec. 4. — In case principals and alternates fail to appear, the 
captains of the contesting teams shall settle upon the referee and 
umpires. 

Sec. 5.— In the settlement of any dispute, whether by the um- 
pires or the referee, it must be distinctly understood that the 
captains alone have the right to speak on behalf of their respect- 
ive clubs, and any propositions or facts that any player may wish 
brought before the referee must come through the captain. 

Rule 8 

REFEREE 

Section 1. — Before play the referee shall see that the field is 
cleared of all obstacles which may in any way interfere with the 
players. 

Sec. 2. — Before the match begins the referee shall draw the 
players up in line and see that the regulations respecting the ball, 
crosses and shoes are complied with. Disputed points whereon 
the captains disagree shall be left to his decision. He shall have 
the power to suspend, at any time during the match, for not less 
than five, nor more than fifteen minutes, any player persisting 



LACROSSE RULES 347 

in infringing upon these rules, the game to go on during such 
suspension. He shall immediately call " time " when " foul " has 
been claimed by either captain or the player by him appointed, 
or when a goal has been taken. He shall also have power to 
call "time" when he observes a "foul" and to enforce the 
penalty. 

,Sec. 3. — The jurisdiction of the referee shall not extend be- 
yond the day for which he is appointed, and he shall not decide in 
any matter involving the continuance of a match beyond the day 
it is played. The referee must be on the ground at the commence- 
ment of each match and after " fouls " and " balls out of bounds " 
he shall see that the ball is properly put in play, and shall call 
" play " when both sides are ready. He shall not express an opin- 
ion until he has taken the evidence on both sides; after taking 
the evidence his decision in all cases must be final. Any side re- 
jecting his decision by refusing to continue the match shall be 
declared the losers. 

RULE 9 



Section 1. — There must be one umpire at each goal. He shall 
stand behind the net while the ball is in play. He shall decide 
whether or not the ball has fairly passed through the goal, and 
his decision shall be final. If a goal be taken he shall raise his 
hand above his head and call " goal." The umpires must each be 
assigned to a goal before the captains toss for sides; such goal 
to be kept through the entire match. They must see that the 
rules respecting goals are adhered to and shall be judges of all 
fouls committed within the crease. 

Rule 10 

THE GAME 

Section 1. — A match shall consist of two thirty-minute halves, 
unless otherwise decided by both captains, with an intermission 
of ten minutes between the halves, and the side scoring the 



348 LACROSSE 

greater number of goals shall be declared the winner. Time to 
be taken out whenever time is called. In event of a tie, playing 
shall be continued after an intermission of fifteen minutes, for 
fifteen minutes, and the side having scored the greater number 
of goals at the end of this time shall be declared the winner. In 
the event of a tie at the end of this time, the captains shall de- 
cide whether the game be postponed, or that it remain a tie. 

Sec. 2. — A goal shall be scored when in the opinion of the 
umpire the ball has been fairly passed between the posts and be- 
low the level of their tops by any other method than that of 
being carried through in the stick of an attacking player. Should 
the ball be accidentally put through a goal by one of- the players 
defending it, it shall count a goal for the side attacking that goal. 
Should it be put through by any one not actually a player, it 
shall not count. (In that event the ball must be put in play at 
center field.) 

Sec. 3. — If the ball goes out of bounds the referee shall call 
" time." The ball is then to be brought back to the place where 
it left bounds and faced ten yards within bounds by the two 
nearest opponents, the other players retaining their positions from 
that moment when time was called. The captains must settle 
the bounds before the match begins. Should the ball catch in 
the netting the crosse must immediately be struck on the ground 
to dislodge it. 

Sec. 4. — In case the ball should hit the umpire, time must be 
called, and the ball shall then be put in play at a distance of ten 
(10) yards behind the goal. 

Sec. 5. — In the event of a goal pole being knocked down dur- 
ing a match, and the ball put through what would be the goal 
if the pole were standing, it should count a goal for the attack- 
ing side; such cases to be decided as usual by the umpire. 

Sec. 6. — The ball must not be. touched with the hand save in 
Sections 7 and 8, Rule 10. 

Sec. 7. — The goal-keeper, while defending goal within the goal 
crease, may knock the ball away with his hand, or block it in 
any manner with his crosse or body. 

Sec. 8. — Should the ball lodge in a place inaccessible to the 



LACROSSE RULES 349 

crosse, it may be taken out with the hand and the player picking 
it up must face for it ten feet within plaj'ing limits with his near- 
est opponent. In case either used a left-handed crosse the ref- 
eree shall toss up the ball between them, and call play when both 
are ready. 

Sec. 9. — At the beginning of each half the ball shall be faced 
midway between the goals. The referee shall ascertain if both 
captains are ready, and place the ball on the ground between the 
crosses of the two center players. He shall then withdraw at 
least ten feet and call " play." The crosses must be placed back 
to back and overlap about two-thirds the length of the netting, 
and each be drawn straight back toward the player holding it 
when the referee calls " play." 

Sec. 10. — No player shall be allowed within six feet of those 
facing the ball until it is in play. 

Sec. 11. — After each goal the players must change goals and 
the ball again be put in play by facing it in the center of the 
field. 

Sec. 12. — Only the captain of either side, and one other player 
by him appointed, shall have the right to claim a " foul," and the 
referee shall not stop the game when " foul " is claimed by any 
one else. 

Sec. 13. — When a " foul " has been claimed, the referee shall 
call " time " by blowing a whistle, after which the ball must not 
be touched by either club, nor shall the players move from the 
positions in which they happened to be at the moment, until the 
referee has called " play." If a player should be in possession of 
the ball when "time" has been called, he must drop it on the 
ground. If the ball shall enter goal after "time" has been called, 
it shall not count. If a goal is made after the play on which 
a "foul" is claimed, and before "time" is called, that goal shall 
count if the foul claimed is not allowed. 

Sec. 14. — In case of rain, either before or during the match, 
the game shall be postponed or delayed only by consent of both 
captains. 

Sec. 15. — If postponed and resumed on the same day, there 
shall be no change of players on either side. 
23 



350 LACKOSSE 

Sec. 16. — When a foul is allowed by the referee, the player 
fouled shall be allowed a " free throw or free run " with the ball 
from the place where the foul occurred. For this purpose all 
players within ten feet of said player shall move away to that 
distance, all others retaining their positions. But if a "foul " is 
allowed within twenty yards of a goal, the man fouled shall be 
granted a " free throw or free run " on moving away to that 
distance from the goal. 

Sec. 17. — If a " foul " is claimed and time called, and the 
" foul " then not allowed, the player accused of fouling shall be 
granted a " free throw or free run " under the conditions above 
mentioned. 

Rule 11 



The following shall constitute fouls and shall be punished as 
such by the referee: 

Section 1. — No player shall grasp an opponent's crosse with 
his hands, hold it with his arms, or between his legs; nor shall 
any player, six feet from the ball, hold his opponent's crosse with 
his crosse in any way to keep him from the ball until another 
player reaches it. 

Sec. 2. — No player shall, with his crosse or otherwise, hold, 
purposely strike or trip another, nor push with the hand, nor 
wrestle with the legs so as to throw an opponent. 

Sec. 3. — No player shall throw his crosse at a player or at the 
ball under any circumstances. 

Sec. 4. — No player shall hold the ball in his crosse with his 
hand or person. \ 

Sec. 5. — No player shall charge into another after he has 
thrown the ball. 

Sec. 6. — The crosse or square check, which consists of one 
player charging into another with both hands on the crosse so 
as to make the crosse strike the body of his opponent, is strictly 
forbidden. 



LACROSSE RULES 351 

Sec. 7. — No player shall interfere in any way with another 
who is in pursuit of an opponent in possession of the ball. 

Sec. 8. — " Shouldering " is allowed only when the players are 
within six feet of the ball, and then from the front and side only. 
No player shall under any circumstances run into or " shoulder " 
an opponent from behind. 

Sec. 9. — No attacking player shall be allowed within the 
crease unless the ball is within the crease. 

Sec. 10. — No player shall check the goal-keeper from behind 
the poles while the latter is in position. 

Rule 12 

Section 1. — Any amendment or alteration proposed to be made 
in any part of these rules shall be made only at the annual con- 
vention of the Association, and by two-thirds vote of the mem- 
bers present. 

Sec. 2. — These rules take effect from the date of their adop- 
tion. 



ICE HOCKEY 



CHAPTEK I 
THE GAME 

Origin. — Like most other games ice hockey can be 
traced back to the ancient Romans, who, with a sphere 
filled with feathers and a bent stick played the game 
in its original form. The more recent precursors 
of ice hockey, however, were the Scottish game of shinty, 
the Irish hurley and the English shinny or hockey. All 
of these games were played on the ground, but from 
hitting a knob or block of wood about over a frozen field 
to doing the same thing on a sheet of ice was a natural 
step. Even then, however, the pastime had but a gen- 
eral resemblance to the present game; the number of 
contestants was practically unlimited and the rules were 
few; in fact, just so long as the players " shinnied on 
their own side " and didn't hit one another over the head 
with malice aforethought there was no necessity for 
bothering about rules. 

The fostering and development of the game on this 
side of the water was principally done in Canada. As 
a result it has a strong resemblance to that other excel- 
lent northern sport, lacrosse. About 1880 two ice hockey 

clubs were formed in Montreal. These were the McGill 

355 



356 ICE HOCKEY 

University and Victoria Clubs, and to them most of the 
credit for the perfecting of the game is due. Rules were 
adopted and in 1884 half a dozen teams were playing the 
game. Three years later the Amateur Hockey Associa- 
tion of Canada came into existence with five clubs regis- 
tered: the Victorias, Montreals, Crystals, Quebecs, and 
Ottawas. Froni eastern to western Canada the sport 
traveled, and in the Province of Ontario the Ontario 
Hockey Association was formed in 1890 with a member- 
ship of nine clubs. And that was only the beginning 
of things; to-day the city of Toronto alone holds fifteen 
hockey clubs, while every good-sized town in Ontario 
supports at least one team. Manitoba took up the game 
in course of time, and at present her players are equal 
in skill to those of Quebec Province. 

The honor of having introduced the game into the 
United States is variously conferred on representatives 
of Brown, Johns Hopkins, Harvard, Yale and Cornell 
Universities. In the winter of 18 94-' 9 5 a team made 
up of players from several of the colleges visited Canada 
and played a series of games with Quebec and Ontario 
clubs. They returned with a large number of defeats 
to their credit, but had gained valuable experience and 
much enthusiasm. Erom this tentative organization 
were evolved the leading clubs of the United States. 
Of these the St. Nicholas Skating Club of New York 
was the first, and was followed very soon after by the 
New York Hockey Club. Brooklyn and Baltimore es- 
tablished clubs, and in the latter city especially hockey 



THE GAME 357 

flourished for several seasons. The colleges took up the 
sport in earnest, Brown, Yale, Columbia and Pennsyl- 
vania being followed closely by Harvard, Princeton, 
Michigan and Cornell. As usual the schools followed the 
lead of the colleges, and to-day ice hockey is at last 
firmly established in favor. 

The first requisite is a clear sheet of ice not less 
than 112 feet long by 58 feet wide. A boundary of 
boards is necessary, since caroming the puck against the 
sides of the rink is an important feature of the game. 
This barrier may be anywhere from 6 to 36 inches high, 
the latter height being preferable. Goals are placed at 
least 10 feet from the edge of the ice in the center of 
either end of the rink and are 6 feet wide and 4 feet 
high. A pair of poles will answer for practise, but a goal 
similar to a lacrosse goal, made of iron piping with a net, 
is required by the American Amateur Hockey League 
rules. These goals cost $15 a pair. The implements 
consist of a vulcanized rubber disk 1 inch thick and 3 
inches in diameter called a " puck," and sticks, varying 
in length according to their use by forward or defense 
players, terminating in a blade set at an angle of about 
45 degrees with the haft. The average length of a stick 
used by a forward is 4 feet from heel to top of haft. 
The blade is usually 2-| inches at the widest part and 
must not exceed 3 inches. The better sticks are made 
of rock elm and cost from 50 to 75 cents each. Pucks 
cost 50 cents each. A skate especially designed for 
hockey has an absolutely straight blade, especially 



358 ICE HOCKEY 

adapted for quick starting, stopping and turning, and is 
screwed into the heel and sole of the shoe, additional 
security being obtained by straps. 

The object of the game is to pass the puck between 
the opponent's goal-posts, thus securing a goal. The 
rules, a not overbrilliant production, use the word game 
to signify a goal scored. This is a term borrowed from 
the Canadians and is decidedly misleading, since in this 
country a game is an entire contest, the English word 
match being seldom employed. In this article a goal 
scored will be called a goal. The game consists of halves 
of twenty minutes each divided by a ten-minute intermis- 
sion, the teams changing goals at the beginning of the 
second half. The side having the most goals to its credit 
at the end of the game is declared the winner. In case 
of a tie a third period of play is begun and is continued 
until one side has secured the deciding goal. The puck 
is not struck with the stick, but is advanced by being 
pushed forward and from side to side, which is called 
" dribbling," by being slid and by being " lifted " with 
the blade of the stick and sent through the air. The 
rules are few and simple. The puck may be advanced 
in any way with the stick, but may not be carried with 
the hand nor thrown. The stick may not be lifted above 
the shoulder save after having " lifted " the puck. Pen- 
alties are provided for foul tactics and for off-side play- 
ing. Off-side play occurs when, after a player touches 
the puck, any player of the same side, who at the moment 
of touching was nearer the opponent's goal-line, touches 



THE GAME 359 

the puck himself or interferes with an opponent, until 
the opposing side has played the puck. 

The players of a team are seven in number and are 
known as the goal-tender, the point, the cover-point, 
right end, right center, left center, and left end. The 
first three players are known as the defense, the last four 
as the forward. The relative positions of the players are 
as shown in Diagram JST. 

Apparel is a matter of some importance. The pos- 
session of a stick and a pair of skates does not imply pre- 
paredness for hockey. The usual, and best costume con- 
sists of a full-fashioned worsted jersey with full-length 
sleeves and medium high collar, knee pants of gray or 
khaki-colored canvas with hips and knees well padded 
and having cane strips at the thighs, warm woolen stock- 
ings, shoes at once strong, warm and comfortable, a 
knitted cap, and a woolen sweater for use when not play- 
ing or until warmed up. The defense players require 
clothing slightly different from that of the forwards. 
Goal-tender, for instance, should be more warmly dressed 
than the more active forwards. His trousers may be of 
moleskin instead of canvas with good effect, while as a 
general thing a medium-weight sweater will be worn by 
him throughout the game. Goal's trousers should be 
extra well padded and should have cane strips liberally 
distributed at the thighs. Forwards, on the other hand, 
are best appareled when their trousers are rather loose, 
allowing absolute ease of movement, and are only 
slightly padded at hips and knees. The rapid, continued 



360 



ICE HOCKEY 



a 



58 ft. on over • (2-1? 



Croal 



OQoqI 
O P °'wt 



Q Cover Pofof 
( Riqbfc-End Riqbt Center Le/tEod 

o o o 



<0 



^)U/tCe 



.enceT 
RiqhtCenKT 
Le/tEwd Le/lrCeoter RiqbtEbd 

• • • 



i 



O 

o 

«\2 



Covet Point 



Pom IT 



d-e=6ft 



doal 



Goal 
1£ 



Diagram N. — Hockey rink and positions of players. 



THE GAME 361 

playing required of them precludes the necessity for 
sweaters during the game. Leg-guards are required by 
the goal-tender and shin-guards by point and cover-point. 
A curled-hair pad at either elbow, stitched on to each 
player's jersey, is advisable as a preventive against 
bruises. 

In selecting a stick look out for flaws and knots. 
A proper stick is of Canadian rock elm, free from in- 
equalities, rather light in weight for its size, with close, 
hard grain running straight with the haft and- curving 
with the blade. Such a stick will stand ordinary blows 
and will not fray at the sole where it comes in contact 
with the ice. A heavy-feeling stick is usually one which 
is not thoroughly dried and seasoned and which may 
warp when subjected to sudden extremes of heat and 
cold. 



CHAPTER II 

HOW TO PLAY 

Qualifications. — Naturally the first qualification 
necessary for a hockey player is the ability to skate well. 
A player without much speed may perhaps capture the 
position of goal-tender or point, for speed there is not so 
necessary as a perfect command of the body. To skate 
down the rink at extraordinary speed will accomplish 
little if the slightest collision throws you on your back. 
Ability to keep the balance, therefore, is of prime im- 
portance. Keeping the balance means, among other 
things, skating low — that is, with the weight as near the 
ice as possible. After you have learned to skate low 
leam to skate hard. In case you are body checked it is 
just as well for the other man to go down instead of you. 
If you skate hard he will. If you don't it will be you 
who will scrape the ice. 

With the ability to keep the feet under the ordinary 
circumstances of a fast game will come the ability to 
dodge and handle the stick so that, at least, you will not 
fall over it. When you have taken part in a game or 
two and have watched a few more you will have learned 
what is required of you in the way of skating; after that 
practise is all that is necessary. Don't start out with the 

362 



HOW TO PLAY 363 

idea of being a " fancy " player; leaping over an oppo- 
nent's stick is pretty to look at once in a while and is a 
useful accomplishment, but, generally speaking, " it but- 
ters no parsnips." Set out with the intention of becom- 
ing a " common or garden variety " of player, one who 
will skate hard and fast, keep his feet under him and be 
close up to the puck all the time. If you do that you 
will stand an excellent show of playing all around the 
" fancy " man. 

The trick skater makes an undesirable candidate for 
the hockey team for the reason that he has sacrificed 
the qualities necessary in a hockey player — speed, dash 
and force — for grace and intricacy of movement. 
" Backward rolls " and " grapevines " have little prac- 
tical use of the hockey rink. In the same way the speed 
skater per se, while more promising than the trick skater, 
is not the best of material. In short, what is wanted 
when it comes to building a hockey team is a number of 
plain, every-day skaters, fellows who can go hard and 
fast without much attention to style, who can start like a 
flash and stop as quickly, who can dodge like a rabbit and 
who can fall on the back of their heads and be up smiling 
before the referee's watch has ticked twice. 

The usual playing time is forty minutes. This means 
that the players — more especially the forwards — must 
have good lungs and hearts; endurance is half the game. 
The average college hockey team contains at least one or 
two lacrosse players, for among similarities the games are 
alike in that they each test the endurance of the players 



364 ICE HOCKEY 

very heavily, and a man who has played during the 
spring and fall on the lacrosse field gravitates quite natu- 
rally to the hockey rink. The hockey player, then, 
should be strong physically and constitutionally. A for- 
ward is put to such extremes of exertion at times that 
only a perfect condition of health can stand the strain 
without injury. 

There are mental requirements as well as physical. 
A player without a little more than his share of pluck 
is a poor player no matter how well he may skate, dodge 
and handle his stick. And pluck contains a seasoning of 
recklessness, for the calculating man who strives to make 
his plays without putting his legs and arms in danger is 
better fitted for lawn bowls. But recklessness does not 
necessarily imply any lack of coolness ; it is the cool reck- 
lessness that counts. The player who has a clear idea of 
what he is going to do and how he intends to do it, and 
who then dives into the melee at the risk of hard knocks 
and does it, is the player who makes goals for his team 
and a name for himself. And, just as in football or any 
other game, it is not the daring player who gets hurt 
the oftenest, but the careful chap who tries to save his 
body. Daring denotes confidence, and confidence wins. 
But there is a difference between confidence and over- 
confidence. One wins games and the other loses them. 
A confident team is one to back, an overconfident team 
is one to anticipate defeat for. 

Training for hockey should begin at the commence- 
ment of the season — usually about the first week in De- 



HOW TO PLAY 365 

ceinber — with a general course of gymnastics, since as 
the game calls into play practically every muscle of the 
body a preliminary conditioning of them is advanta- 
geous. Aside from the heavy weights every appliance 
contained in the gymnasium may be used, paying, how- 
ever, special attention to such exercises as will develop 
the muscles of the arms, back and chest. The lower 
limbs and the stomach muscles need not be neglected 
indoors, but they will very soon be brought into condi- 
tion by the early days of practise. The punching-bag 
oilers a valuable means of developing the lungs. 

Diet. — A plain, wholesome and well-cooked diet is 
necessary to success. Pastry is, of course, barred. If 
possible the team and substitutes should go to a training 
table at least a week before the first game of the season. 

Practise. — As in everything else, practise is what 
counts. There can not be too much of it just so long as 
there is no overexertion. Practise should begin in early 
December, on the ice if there is any, on the gymnasium 
floor if not. The coach can give a deal of instruction in 
stick-handling, blocking-off and team-play in the gym- 
nasium. He can also set up one or more goals and give 
valuable practise in shooting and guarding. From the 
time the team first assembles until the season ends there 
should be daily practise at shooting goals, either on the 
ice or in the gymnasium; and this aside from whatever 
other general practise is possible. 

Stick-Haxdlixg. — It is not possible to teach stick- 
handling in this article. It comes with practise — in fact, 
24 



366 ICE HOCKEY 

teaches itself. But there is one law which may be given 
here and which is the basis of successful stick work: 
hold the stick in both hands. Grasp it at the end of the 
haft with the right hand and put the left hand as low 
down as experiment shows to be advisable; where the 
left hand is to go depends upon the player's reach. With 
both hands upon it the stick is a help in skating; with one 
hand on it it is a hindrance. Held in the proper way it 
will aid the player in maintaining his balance and in 
dodging. With both hands upon it it can not get behind 
the player, and consequently is always in position to 
check stick, to body check, to resist checks, to stop the 
puck and to shoot. Once in a while it becomes necessary 
to take the left hand from the haft. In this case if the 
right is at the end of the haft the stick is still under excel- 
lent control. Stick-handling is one of the essentials of 
hockey and proficiency in it comes with practise. 

The face begins the game. This play is similar to 
the method by which the ball is put in play in lacrosse. 
The puck is placed in the center of the rink between the 
sticks of two opposing forwards, usually center men, and 
at the whistle of the referee each tries to get possession 
of it and pass it back to a player of his own side.* The 
side gaining the disk then begins its charge down the ice, 

* In the Canadian game three forwards constitute the line, while a 
fourth man, known as the "rover," takes a position generally behind 
it, keeping a sharp watch for pucks getting by the line, and, in short, 
" backing up." The practise of playing one man back during the rush 
is sometimes followed in this country, but the name of "rover "is 
never applied to him. 



HOW TO PLAY 367 

that is, the four forwards spread across the rink in a 
practically straight line and advance the puck toward 
the opponent's goal by dribbling and passing, while the 
cover-point moves up to a position near the center of the 
field. Goal-tend, of course, does not leave his position, 
nor does point. 

In the forwards' advance they first meet repulse from 
the opposing forwards. These once evaded by skilful 
dodging and passing only the opposing defense remains 
between them and the goal, although the opposing for- 
wards are of course harassing them from the rear. The 
opposing cover-point is the first of the defense to evade. 
A pass from a center to an end will usually accomplish 
this-, and cover is left behind and is for the moment out 
of the running. Next point confronts them. If point 
can be evaded and the shoot at goal made before the 
forwards and cover-point can rally to the defense the 
chance of scoring is bright. Naturally the thing to do 
is to deceive point by seeming to attack from one part 
of the line and then, by a quick pass, attack from another. 
For instance, if right end has the puck he skates in 
near goal and as point starts to check him he passes to 
right center, wlic* shoots. By this time the entire oppos- 
ing team has rallied to the defense of their goal and if 
the shoot is unsuccessful close fighting ensues until the 
goal is won or the opponent captures the puck and plays 
it out of danger. 

Team-play is essential to success in hockey as in 
football. For one forward to take the puck down the 



368 ICE HOCKEY 

rink himself and shoot the goal is seldom possible. It 
is the clever passing from one forward to another that 
nets points. The theory is that of the uncovered man 
as applied in lacrosse and basket-ball. The forward who 
is attacked, to avoid losing the puck for his side, sacri- 
fices individual play for team-play and passes the disk to 
another man of his side who is " uncovered." In this 
way one opponent after another is thrown off and a 
chance at goal secured. In order to make this combina- 
tion or team-play successful it is necessary that each 
player should keep his relative position, as in lacrosse. 
That is, a center should not get out on to the sides of the 
rink and an end player should not be drawn into the 
center. There are times, however — exceptions proving 
the rule — when in a scrimmage near the opponent's goal 
this rule must of necessity be disregarded. But in such 
a case each player should return to his position as soon 
as possible. In the advance of the forwards it is neces- 
sary for each one to have his place and keep it. It is not 
always possible — often far from advisable — for a for- 
ward who is attacked to look across the rink to make sure 
that a certain player is there before passing the puck. It 
is necessary for him to act quickly, and lae sends the puck 
where the other player ought to be. If the latter is 
playing the game well and good, but if he is straggling 
toward the next position or has fallen to the rear the 
advance is probably wasted and the opponent has the 
ball. In the same way, cover-point, although he may at 
times play the part of a forward by having his position 



HOW TO PLAY 369 

taken for the moment by another player, has a place 
relative to the sides of the rink, his own goal and the 
locality of the puck which he must stick to. Cover- 
points are often severe infringers of the position law. 
Point is less likely to offend by adventuring afield. 
Every man should keep his relative position so that his 
fellow players may without looking put the puck to him 
with the certainty that he will be there to take it. 

Passing. — When the forwards are rushing the puck 
abreast one or other of the center men should carry the 
disk until cover-point is reached. Cover is then in a 
quandary, as it is impossible for him to know whether the 
puck is to be passed to the right or to the left. On the 
other hand, if one of the ends has it cover knows cer- 
tainly where the pass is to go, and so covers center. The 
puck, then, should be dribbled by a center man until 
cover-point interferes and then passed either to the other 
center or to an end, as cover's position makes advisable. 
Past cover, point engages attention. If the puck is with 
an end man a short pass back to a center should be made 
if possible, as, of course, the chance of scoring from in 
front of the goal is greater than from one side. If the 
puck is with a center man the best possible strategy to 
elude point — providing always the opponent allows it — is 
to make a quick double pass; for instance, if right center 
has the rubber he passes it across to left center while 
point is still too far off to check sticks or steal the disk. 
Point's attention is instantly transferred to left center, 
who at once passes back to right center, who tries for 
goal. 



370 ICE HOCKEY 

When the pass during a rush is made from one end 
across to the other the puck should be sent swiftly to the 
boards so that it will carom back well in front of the 
other player. This is a surer and a faster play than 
merely sending the rubber as far as the other player. 
The distance to be covered by the puck in the latter case 
is about 50 feet, and with passer and passee — to coin a 
word — skating at top speed accuracy is practically impos- 
sible. 

In a scrimmage about the opponent's goal, when no 
opening presents for a shoot, it is a good plan for one for- 
ward to drop back a short distance, have the puck passed 
to him and try a lift shoot. Or cover-point may move up 
and make the play instead of the forward. With the 
puck once back of the opponent's goal-line but one for- 
ward should go after it. The others should take positions 
where in case the puck is sent out to them they will have 
a fair chance at the goal. Eor the forward who goes 
back of goal to merely shoot the puck out in front in the 
hope that in some way or other one of his side will secure 
it and put it into the net is poor policy. Let there be a 
prearranged play for such cases, the puck going to a 
player who by playing away from goal a short distance 
manages to get himself uncovered. 

In scrimmages in front of goal off-side play is very 
likely to occur, in which case, if the referee is doing his 
part, play is stopped and the puck is again faced. As 
while the rubber is in front of goal you have a chance to 
score, whereas in case of a face the opponent is quite as 



HOW TO PLAY 371 

likely to gain possession as you are, it is good policy to 
guard against off-side work. 

Never pass the puck so that it will reach the player 
at his feet. Put it well in front of him, so that it will 
not be necessary for him to slow down to get it. It is 
better to err in passing too far ahead than too far back, 
for in the former case a spurt on the other man's part 
will probably get the disk, while in the latter case it is 
likely to happen that he will have to stop or turn and 
skate back to recover it, in which case, even if he is suc- 
cessful, he has lost time and the other players are thrown 
off-side. 

Always slide the puck in passing it unless, as may 
sometimes happen, an opponent's stick or some other 
obstacle intervenes in the line of flight. In this case a 
lifted puck may go over the obstacle. This rule does not 
apply to the defense when returning the puck clown the 
rink. Then a lift is good play, since it is not in clanger of 
being stopped near goal. 

Using the boards, or caroming, is a highly useful ac- 
complishment and should be perfected by the wings espe- 
cially. Caroming to elude an opponent is only possible 
when the puck is being taken down the side of the rink. 
In such case the puck is dribbled close to the stick until 
the opponent attacks. It is then lifted sideways at an 
angle against the boards so that it will pass inside of the 
opponent while you turn quickly and dodge him to the 
outside, recovering the puck again farther on. Of course 
to always carom in such a case is a mistake, since your 



372 ICE HOCKEY 

opponent is, naturally, expecting it, and it is therefore 
sometimes better to sweep the puck toward the middle 
of the rink and pass him without a carom. In caroming 
always lift the puck, since a sliding puck may be more 
easily stopped by stick or skate. 

Shooting. — The hardest puck for a goal-tender to 
stop is one which reaches him at about the height of his 
knees. In this case his stick is of no use to him, he can 
not interpose his body and it is almost equally impossible 
for him to use his hands. Lifting the puck is done by 
catching the edge of the blade against the bottom of the 
disk and then twisting the blade upward and forward. 
The motion is a peculiar one and can be only mastered by 
experiment and perfected by practise. At any height a 
lifted puck is harder to stop than a sliding one. With- 
out the friction of the ice, which after a few minutes of 
play becomes sprinkled with snow as a result of the cut- 
ting done by the skates and then presents added resist- 
ance to a sliding disk, the puck travels faster and farther, 
and is more difficult to judge. Therefore whenever pos- 
sible lift the rubber in shooting at goal. In learning the 
knack of lifting remember that it is a knack and not 
something depending upon force. After you have dis- 
covered how it is done get arm and body into it to develop 
force. 

A player should be able to shoot as well from one 
side as from the other. This is particularly true of the 
centers and right end. 

Do not waste a try-at-goal by shooting while too far 



HOW TO PLAY 373 

distant. And do not attempt to shoot from an extreme 
angle save when you know the goal to be unguarded or 
when it is a case of either shooting or losing the puck to 
the opponent. 

Checking. — Body checking consists of striking the 
opponent with your hip or shoulder and is a feature of 
the game borrowed from lacrosse. There are two opin- 
ions as to the wisdom of permitting body checking. It 
is undoubtedly accountable for almost all of the serious 
injuries sustained by hockey players. The rules, how- 
ever, permit it, under certain restrictions, and as long as 
this is so body checking is a legal feature of the game. 
Body checking by forwards, however, has no excuse. It 
is at once dangerous and unnecessary ; dangerous because 
of the fact that the man who is checking and the man 
who is checked are each skating at high speed and the 
impact must of necessity be violent; unnecessary because 
the forward who makes the check sacrifices more energy 
than he can afford to lose, and because nine times out 
of ten he accomplishes no more than might be accom- 
plished by stick checking. In the case of the defense, 
however, body checking is far less dangerous and really 
accomplishes an end which, perhaps, no other means 
could. In this case the point or the cover-point is prac- 
tically motionless, or at the most is advancing but slowly 
up the ice, and the impact is far less severe than that 
resulting from the collision of two bodies moving rapidly. 
A defense man, because of his greater inactivity, has a 
surplus of energy which he may use in body checking. 



374 ICE HOCKEY 

When all is said, however, body checking is still a ques- 
tionable feature of the game, one which is accountable 
for most of the roughness that mars an otherwise clean, 
sound sport and one which will probably in time be 
wiped out. 

The style of body check most effective is that in 
which the hip is used to deliver a blow against the oppo- 
nent's hip. The hip is practically the center of gravity 
and a well-delivered blow there will usually put the oppo- 
nent off of his balance and for the moment out of the 
playing. With an opposing forward rushing down upon 
him the point or cover-point, by skating slowly forward 
until in the forward's path and then "'throwing" himself 
at the opponent, either taking him with hip or shoulder, 
can usually put his man down. 

The best position in which to resist the body check is 
that in which the body assumes a well-balanced crouch- 
ing posture, with the weight as near the ice as possible, 
and the upper body limber, so as to offer the least possi- 
ble resistance to the impact. 

A kind of body checking which is utterly wrong is 
that by which one player " bodies " another against the 
side of the rink or the boards. More often than not this 
is an infringement of the rule which prohibits charging 
from the rear and as such should be severely dealt with 
by the referee. 

Stick-checking is a perfectly legitimate feature. It 
consists of knocking, pushing or holding aside an oppo- 
nent's stick. However you do it, " make it good." 



CHAPTER III 

THE POSITIONS 

The Forwards 

The forwards are players whose duties are so nearly 
alike that their positions may very well be treated 
together instead of singly. It should always be possible 
— although it is seldom practicable — for any forward to 
exchange positions with any other forward. But this 
should be done only when the lack of a satisfactory man 
among the substitutes to take the place of a disabled or 
absent player makes a change in the line positions advi- 
sable. 

In placing the forwards see that the surest goal-shoot- 
ers occupy the center positions and the hardest and fastest 
skaters the wings. The centers are the men who, in the 
natural order of things, have the bulk of the shooting to 
do; the ends are the players who are not only required 
to skate over more territory, but, for the reason that they 
are each unsupported on one side, are more often attacked 
by opposing forwards and must rush fast and fiercely to 
keep the puck. The wing men should not only be able to 
skate fast but should be thoroughly at home on their 
blades ; able to spring forward from a motionless position, 
to stop as quickly, to dodge sharply and to get over rotten 

375 



376 ICE HOCKEY 

ice — such as frequently lies along the boards on the 
sunny side of an outdoor rink — on the points of their 
skates. 

A wing man can help his stick work vastly by a clever 
use of his feet when attacked along the boards. The 
rules prohibit kicking or in any way advancing the puck 
with the foot or skate, but they do not prohibit using the 
skate to stop the puck or to hold it. When a player at 
the boards finds himself in danger of losing the puck 
during a scrimmage, his stick being checked by the oppo- 
nent so that he can not make use of it, it is often possible 
for him to pocket the puck with his skates until a player 
of his side comes to his assistance. 

Weight is of course an advantage to a forward, but 
other qualities should not be sacrificed to weight alone 
when the men for the forward positions are chosen. Sci- 
ence, cool judgment, speed and physical endurance are 
the more important requisites, and the sight of a small, 
" brainy " forward playing all around a larger and heav- 
ier man is not infrequent. In meeting a body check by 
a cover-point or point the forward should push the puck 
to one side where it will be handy to his stick in case he 
succeeds in avoiding or recovering quickly from the 
check. He should skate low and hard, limbering the 
upper part of his body so that it will give to the impact 
of the blow. Forwards should, when the goal is neared, 
be careful to keep their relative positions and not bunch 
up about the rubber. Close interference or, to use a 
football phrase, mass-plays about the goal are often sue- 



THE POSITIONS 377 

cessful against a lighter team but are scarcely good 
hockey. These plays are designed to keep the opponents 
away from the puck by forming closely about it and then 
reaching the goal by brute force. If such tactics were 
logically developed the open work of the present-day 
game would disappear and we would see six players 
charging down the rink in wedge or some similar forma- 
tion only to be met midway by an opposing mass and a 
grand melee precipitated. Science would give way to 
beef and brawn and instead of the graceful exhibition 
of to-day we should have a gladiatorial mix-up resem- 
bling hockey to about the same extent that a sewing-bee 
resembles a prize-fight. Undoubtedly, however, a change 
in rules will make its appearance before that pass is 
reached. 

A forward's dress should be as light as the weather 
will permit and his skates should be as light as is consist- 
ent with "strength. Having once found a style of stick 
which suits him he should either lay in a supply of that 
sort or observe it so carefully that he will be able to dupli- 
cate it when necessary. 

Cover-Point 

The cover-point is a member of the defense, but at 
times he is called upon to take part in offensive work. 
His position is practically half-way between goal and 
the center of the rink, but his territory extends from 
barrier to barrier across the rink and from his own goal 



378 ICE HOCKEY 

to the opponent's, but never back of it. The occasions, 
however, when the cover is entitled to take the puck up 
to the opponent's goal are very few. Ordinarily he 
should feed to a forward, but it sometimes happens that 
the puck comes into his position when a safe pass is 
impossible and a rush feasible. In that case his position 
should be at once covered by one of the forwards, and as 
soon as the goal has been tried or his usefulness near goal 
ends cover should at once regain his place. In the sec- 
ond half, when the opposing forwards show signs of 
weakening, the cover may increase his offensive work 
greatly since in such a case the play is bound to be largely 
in the opponent's territory and it is wise policy to sacri- 
fice defensive strength for aggression. 

When the puck is near the opponent's goal cover 
should go forward to a position near the center of the 
rink so as to be able to quickly return the puck if it comes 
back to him. When the occasion presents itself for a 
try-at-goal he should seize it at once, being careful, how- 
ever, not to let his ambition to shine as a scorer mislead 
his judgment. With the puck in his own territory cov- 
er's place is near his own goal when once the rush has 
passed him. He should never pass the puck in front of 
his own goal. Having got possession of it there his play 
is to either send it to one side of the rink and at a safe 
distance away or skate toward opponent's goal and only 
pass it when it can be done with certainty. 

Remember that when a forward is skating down upon 
you he will try first to save the puck. So watch the puck 



THE POSITIONS 379 

and not the man. If lie sends the puck aside in order to 
find it again after meeting you, swing out of his path and 
go after the puck. Otherwise watch his legs and feet. 
Never mind where his upper body swings; he can't go 
far without his feet. When they turn, turn with them. 
When you check, check hard; a half check is worse than 
useless. 

In returning the puck to his forwards when the latter 
are near the opponent's goal cover should, unless he is 
playing well into opponent's territory, lift the disk back ; 
a lift is harder for the opponent to stop than a slide and 
as soon as he has stopped it it is fair game for the oppos- 
ing forwards. 

In stopping a lifted puck cover should always use his 
hand and never rely upon stopping it with his stick. 
Cover's stick should be heavy and the blade should be 
thin enough at the sole to enable him to lift readily. He 
may dress a trifle heavier than the forwards. 

Point 

Point is entirely a defensive position. The player's 
territory is limited strictly to the immediate neighbor- 
hood of his goal. He should never adventure farther 
afield than cover's position. Point and cover should 
work together like two cog-wheels and point and goal 
should work together like two more. Team-play in the 
defense is highly necessary and is capable of being devel- 
oped to a high state of efficiency. Point should always 



380 ICE HOCKEY 

take a position relative to cover where lie can watch the 
play in opponent's territory. If cover stands to the left 
of a line running lengthwise through the center of the 
rink from end to end, point should take his stand to the 
right of that line. And such positions should be main- 
tained relatively during an attack since it is harder for 
a forward to dodge two men standing apart than two 
men one behind another. In an attack cover's duty is 
to block or check the man with the puck while point 
should put every effort into intercepting the pass. In 
other words, cover plays for the man and point for the 
puck. 

When the puck goes back of or to one side of the net 
in a scrimmage point may go after it, in which case cover 
plays nearer to goal. But both point and cover should 
never leave their positions at the same time. If possible 
point should leave all back of goal work to a forward. If, 
as sometimes happens, goal leaves the net for an instant 
point should instantly slip into his position and stay there 
until goal has fully regained it. 

In the face of a combined attack by all the opposing 
forwards both cover and point should fall back nearer 
goal, trusting rather to spoiling a shoot than to gaining 
possession of the puck, until their own forwards come to 
their support. 

Goal 

Goal-tender holds what is probably the most respon- 
sible position on the team. When he fails in his endeav- 



THE POSITIONS 381 

ors it means that the opponent lias scored a point, while 
other members of his side may fail repeatedly with re- 
sults comparatively unimportant or, at least, far less de- 
cisive. Goal, then, should be chosen for coolness, pluck, 
quickness and knowledge of the game. Physical quali- 
ties count for less in the goal than in any other player, 
although the larger he is the more space he fills at the 
net and the less undefended place remains. Quickness 
is an important essential, and by quickness is meant 
quickness of mind, of eye and of body. He must be 
quick to see a shoot at goal, quick to judge the puck and 
quick to put himself into position to stop it. He need 
not be a more than average good skater or an expert 
stick-handler. He should use well-padded leg-guards 
and have thighs and elbows thoroughly protected. It is 
well to remember that the more padding a goal wears the 
greater his bulk is and the harder it is to put the puck 
by him. 

A goal should not attempt stops with his stick alone, 
but should use that implement chiefly to play the puck 
away after a stop. A goal who has had baseball experi- 
ence will be able to judge a lifted puck accurately and 
so stop with his hands many a high shoot that might 
otherwise score for the opponent. As has been already 
said, the hardest puck to stop is one coining at goal about 
knee-high. The hands and upper part of the body can 
not be brought into use and the goal-tender must depend 
on his legs alone. With generous leg-guards — and so 

far the rules have not limited the size of these articles — 
25 



382 ICE HOCKEY 

the goal can, however, by bringing both legs together 
and turning sideways, present quite a respectable sur- 
face. But goal does not always have time to get into 
position for shoots of this sort and quick passes in front 
of goal followed by sharp lifts frequently score. Keep- 
ing his eyes on the puck every instant is the goal's only 
salvation. 

A high shoot is more easily stopped than a low one ; 
consequently when there is a scrimmage near goal goal- 
tender should take a crouching position in order to put 
as much of his bulk as possible near the ice, being care- 
ful, however, not to infringe the rule prohibiting lying, 
kneeling or sitting. With the puck in play at one side 
he should take a position with one knee steadying against 
the goal-post at that side. When the play is in front he 
should occupy the middle of the goal, being careful to 
favor neither side. 

There is but one rule regarding a goal-tender's right 
to leave goal; do so only when the play is absolutely sure. 
It sometimes happens that he can reach the puck before 
an opponent when none of his own side are at hand. In 
such a case to leave goal is allowable. But skating out 
to meet one forward, even if he keeps between the for- 
ward and the goal, is the riskiest sort of business and is 
indulged in principally by goals who are momentarily 
unnerved. Goal should never go back of goal for a puck 
unless the play is well at the other end of the rink. His 
place is in front of the net. 

Goal should dress warmly, wear large well-padded 



THE POSITIONS 383 

gloves and use a short-hafted, broad-bladed stick. His 
skates should be long enough in the blade to aid as much 
as possible in stopping slides and need not be sharply- 
ground, since they are used to stand on rather than to 
skate on. 



384 ICE HOCKEY 

ICE HOCKEY EECOEDS 

SEASON OF 1903-04 

INTERCOLLEGIATE HOCKEY LEAGUE 

January 9 — Princeton, 1; Brown, 0. 

January 16 — Yale, 5; Columbia, 3. 

January 23 — Harvard won from Princeton by default. 

January 27 — Yale, 10; Brown, 0. 

January 30 — Harvard, 2; Columbia, 0. 

February 3 — Harvard, 7 ; Brown, 0. 

February 6 — Columbia, 3; Brown, 0. 

February 13 — Columbia, 2; Princeton, 1. 

February 17 — Yale, 4; Princeton, 3. 

February 20 — Harvard, 5; Yale, 2. 

February 27 — Harvard, 4; Yale, 3. 

Intercollegiate championships have been won as follows: 1899- 
1900, 1900-'01, and 1901-'02, by Yale; 1902-'03, and 1903-'04, by 
Harvard. 

American Hockey League championships have been won as 
follows: 1896-'97 and 1897-'98, by New York Athletic Club; 
1898-'99, by Brooklyn Skating Club; 1899-1900, 1900-'01, 
1901-'02, and 1902-'03, by Crescent Athletic Club. 



ADDITIONAL EECOEDS 



ICE HOCKEY KULES 387 



ICE HOCKEY KULES 

(By permission of the American Sports Publishing Company, owner of the 
Copyright.) 

Section 1. A team shall be composed of seven players who 
shall be bona fide members of the clubs they represent. No player 
shall be allowed to play on more than one team in the same series 
during the season. 

Sec. 2. The game shall be commenced and renewed by a face 
in the center of the rink. Rink must be at least 112 feet by 58 
feet. Nets shall be 6 feet wide and 4 feet high. 

DEFINITION OF A FACE 

The puck shall be faced by being placed between the sticks of 
two opponents and the referee then calling " play." 

The goals shall be placed at least ten feet from the edge of 
the ice. 

Sec. 3. Two twenty-minute halves, with an intermission of 
ten minutes between, will be the time alloAved for matches; but 
no stops of more than five minutes shall be allowed. A match 
will be decided by the team winning the greatest number of 
games during that time. In case of a tie after playing the speci- 
fied two twenty-minute halves, play will continue until one side 
secures a game, unless otherwise agreed upon between the cap- 
tains before a match. Goals shall be changed after each half. 

Sec. 4. No change of players shall be made after a match has 
commenced, except for reasons of accidents or injuries during the 
game. 

Sec. 5. Should any player be injured during the first half of 
the match and compelled to leave the ice, his side shall be al- 
lowed to put on a spare man from the reserve to equalize the 
teams; should any player be injured during the second half of 
the match, the captain of the opposing team shall have the option 
of dropping a player to equalize the teams or allow his oppo- 



388 ICE HOCKEY 

nents to put on a man from the reserve. In the event of any 
dispute between the captains as to the injured player's fitness 
to continue the game, the matter shall at once be decided by the 
referee. 

Sec. 6. Should the game be temporarily stopped by the in- 
fringement of any of the rules, the captain of the opposing team 
may claim that the puck be taken back and a " face " take place 
where it last was played from before such infringement occurred. 

Sec. 7. When a player hits the puck, any one of the same side, 
who at such moment of hitting is nearer the opponent's goal-line 
is out of play, and may not touch the puck himself or in any 
way whatever prevent any other player from doing so, until the 
puck has been played. A player should always be on his own 
side of the puck. 

Sec. 8. The puck may be stopped, but not carried or knocked 
on, by any part of the body, nor shall any player close his hand 
on, or carry the puck to the ice in his hand. No player shall raise 
the stick above his shoulder, except in lifting the puck. Charg- 
ing from behind, tripping, collaring, kicking or shinning shall 
not be allowed, and for any infringement of these rules, the 
referee may rule the offending player off the ice for that match 
or for such portion of actual playing time as he may see fit. 

Sec. 9. When the puck goes off the ice or a foul occurs 
behind the goals, it shall be taken by the referee to five yards at 
right angles from the goal-line and there faced. When the puck 
goes off the ice at the sides, it shall be taken by the referee to 
five yards at right angles from the boundary-line and there faced. 

Sec. 10. The goal-keeper must not, during the play, lie, kneel 
or sit upon the ice, but must maintain a standing position. 

Sec. 11. A goal shall be scored when the puck shall have 
passed between the goal-posts from in front. 

Sec. 12. Hockey-sticks shall not be more than three inches 
wide at any part. 

Sec. 13. The puck must be made of rubber, one inch thick all 
through and three inches in diameter. 

Sec. 14. The captains of the contesting teams shall agree upon 
a referee, two umpires (one to be stationed behind each goal, 






ICE HOCKEY KULES 389 

which positions shall not he changed during a match) and two 
time-keepers. In the event of the captains failing to agree on 
umpires and time-keepers, the referee shall appoint same. 

Sec. 15. All disputes during the match shall be decided by 
the referee, and he shall have full control of all players and offi- 
cials from commencement to finish of matches, inclusive of stops, 
arid his decision shall be final. 

Sec. 16. All questions as to games shall be settled by the 
umpires, and their decision shall be final. 

Sec. 17. In the event of any dispute as to the decision of an 
umpire or time-keeper, the referee shall have the power to remove 
and replace him. 

Sec. 18. Any player guilty of using profane or abusive lan- 
guage to any official or other players shall be liable to be ruled 
off by the referee as per Section 8. 

Sec. 19. A goal-net shall be used. 

CHAMPIONSHIP RULES AS ADOPTED BY THE AMATEUB HOCKEY 
LEAGUE OF NEW YORK 

Section 1. The season shall be from the 15th of December 
to the 15th of March, both days inclusive. 

Sec. 2. The championship shall be decided by a series of 
games, a schedule of which shall be drawn up by one delegate 
from each club at the annual convention. The club winning the 
most matches shall be declared champion. 

Sec. 3. All championship matches shall be played on rinks 
arranged for by the home club, subject to the jurisdiction of the 
League. 

Sec. 4. The League shall offer a championship tropin', the 
winning club to hold same and be recognized as champions of 
the United States. The trophy shall be delivered to the winning 
club within seven days after the close of the season. 

Sec. 5. Any club holding the championship for three years in 
succession shall become absolute owners of the championship 
trophy. 

Sec. 6. Any team making default shall forfeit its right to 
compete for the championship for that season, and be liable to a 



390 ICE HOCKEY 

fine of $100 unless good reasons can be given for defaulting. All 
matches played by defaulting teams shall be counted and future 
matches be awarded to opposing teams. 

Sec. 7. In the event of any two clubs failing to agree upon a 
referee four days before the match, the Governing Committee 
shall appoint a referee on receiving notice from either club that 
an agreement is impossible. 

Sec. 8. It shall be the duty of the captains of the contesting 
teams to hand to the referee the names of the players, for each 
match, previous to the start, on forms supplied by the Secretary 
of the League. The referee shall then fill in the date of the 
match, names of contesting clubs, the score at the finish, with 
names of umpires and time-keepers, the whole duly signed by 
himself and forwarded to the Secretary of the League. 

Sec. 9. A player must be a bona fide member of the club he 
represents at least thirty (30) days before he is eligible to com- 
pete in championship games. No player shall play in an Ama- 
teur Hockey League scheduled game who, during the then cur- 
rent season, has played with another club in a recognized Hockey. 
Association, without special permission of the Executive. 



LAWN TENNIS 



CHAPTER I 

THE GAME AND HOW IT IS PLAYED 

A Brief History of Lawn Tennis 

In its present form lawn tennis is a game of recent 
origin, dating back, as it does, only to 1874. But in 
the middle ages the French and Italian courts played 
a game containing the essential points of modern ten- 
nis. Major Wingfield, a British army officer, gave the 
present game to the world in 1874, devising a court 
which was 60 feet in length, 30 feet broad at the base 
lines and 20 feet across at the center, and which pre- 
sented the appearance of a stout-waisted hour-glass. 
The game was taken up by a few persons and the fol- 
lowing year the Marylebone Cricket Club adopted it, 
a committee being appointed to formulate rules. 
Changes were made in the dimensions of the court, but 
the hour-glass form was retained. The game gained 
friends so rapidly that in 1877 the first All-England 
championship tournament was held at Wimbledon. In 
1888 the English Lawn Tennis Association was formed 
and has continued up to the present. This association 
assumed an authority which has never been questioned, 
and is responsible for the rules governing the game 

to-day. 

393 



394 LAWN TENNIS 

Lawn tennis in America, strange to say, dates back 
to the same year as does the English game. In 1874 
it was seen in England by a visiting Bostonian and by 
him was brought to this country and first played on this 
side of the water at Nahant, Mass. As in England, its 
success was instantaneous, and by the following summer 
hundreds were playing it. Courts appeared in Boston, 
New York, Philadelphia and Newport. It was not 
until six years afterward, however, that the present 
United States National Lawn Tennis Association was 
formed in New York and uniform rules were adopted. 
The annual championship tournaments at Newport 
had their inception at the first meeting of the Asso- 
ciation. 

The early American champions were James 
Dwight and Richard D. Sears, of Boston. Sears main- 
tained his position at the head of the ranking list for 
seven years, giving way at last by default to H. W. 
Slocum at Newport in 1888. Slocum reigned two years 
and was followed by O. S. Campbell, who held the cham- 
pionship in 1890, 1891 and 1892. From that time to 
the present the championship has been the property re- 
spectively of B. D. Wrenn, F. H. Hovey, M. D. Whit- 
man and W. A. Earned. In 1894 Wrenn met and de- 
feated M. F. Goodbody of Ireland, after the latter had 
successfully encountered F. H. Hovey, C. Hobart and 
W. A. Earned. Again, in 1897, Wrenn was called upon 
to protect the American claim to supremacy and did so 
successfully by defeating W. V. Eaves. 



THE GAME AND HOW IT IS PLAYED 395 

The International Challenge Cup was put up by 
D. F. Davis in 1900 and a trio of challengers appeared 
from England in the persons of A. W. Gore, E. D. 
Black and H. R. Barrett. They were easily defeated. 

The Waterloo of our players came in 1903 when 
the Davis Challenge Cup as well as the American sin- 
gles and doubles national championships were captured 
by the Doherty brothers, of England, whose form was 
so much better in almost all departments of the game 
as to be a revelation of the possibilities of tennis to fol- 
lowers of the game on this side of the water. 

Lawn tennis in this country has had its " boom 
days " and has now settled down to a condition of natu- 
ral and healthy prosperity. The game as a fad has 
passed, bSt the game as a sport remains and finds new 
devotees each year. 

How the Game is Played 

The court, as the playing territory is called, may 
be marked out on a lawn, on dirt, on asphalt, on con- 
crete or on boards, the chief essential being a level sur- 
face. The best outdoor court is that made on a firmly 
packed soil composed of sand and clay. The dimen- 
sions are, length, 78 feet, width, 36 feet. This width 
is for a double court; for a single court the width is 
27 feet. The court is marked out with white lines of 
lime or of cotton tape. A net 3 feet in height crosses 
the court in the center. Beside the boundary-lines 



396 LAWN TENNIS 

other lines divide the playing space as shown in Dia- 
gram O. (See Rules.) 

The implements are a racket and one or more felt- 
covered hollow rubber balls filled with compressed air. 
The racket consists of an oval spoon, filled in with a net- 
work of catgut, to which a handle some 15 inches in 
length is attached. The ball is 2-| inches in diameter. 

The game may be played by two, three, or four per- 
sons. When two play the game is called singles and the 
single court is used. When three persons play the game 
is said to be three-handed, and when four persons play 
the game is called doubles. With more than two per- 
sons participating the double court is used. 

The object or the game is, briefly, to knock the 
ball with the racket over the net into the Opponent's 
court in such a manner that he can not return it. The 
players take positions on opposite sides of the net. The 
man first playing the ball is called the server. Standing 
behind his base-line to the right of the center line he 
tosses the ball into the air and hits it with his racket 
as it descends, sending it across the net on the fly and 
into the opponent's right-hand service court, that is, in 
a slightly diagonal direction. The opponent, who is 
called the striker-out, waits for the ball to bound and 
then returns it to the server, who tries to again put it 
into the striker-out's court. 

After the service has been returned either player has 
the choice of hitting the ball in the air (volleying) or 
on the first bound. The service must be made into the 



THE GAME AND HOW IT IS PLAYED 397 

striker-out's right or left-service court, as the case may 
be, but after that the* ball may be played anywhere 
inside the boundaries. The server has two chances on 
each point — that is, if the first serve does not go into the 
right court it is called a fault and he may serve again. 
Two failures constitute a double fault and the server 
loses a point to his opponent. If the ball is served fairly 
and the striker-out fails to return it on the bound the 
point goes to the server. If the striker-out returns the 
service the server then tries to play it back to him, and 
the opponents alternately strike the ball back and forth 
until one or the other fails, the point then being scored 
against the player so failing. 

Scoring.— The first point won is called 15. If A, 
who is serving, wins the first stroke the score stands 15 — 
love (written 15 — 0). If B wins the second stroke the 
score becomes 15 all. If A wins the third stroke the 
score becomes 30 — 15. If B wins the fourth stroke the 
score becomes 30 all. If A wins the fifth stroke the 
score becomes 40 — 30. If A wins the sixth stroke the 
score becomes 50 — 30. Eifty is game and A conse- 
quently wins. 

A Deuce Game. — If when A leads at 40 — 30, B 
captures the next stroke the score becomes 40 all, but 
is called deuce. It is now necessary for a player to win 
two successive strokes in order to win the game. If A 
makes the next stroke the score becomes vantage in; 
if B makes it the score is vantage out. With vantage 
in his favor either player may win the game by captur- 



398 LAWN TENNIS 

ing the next stroke. If he does not the score is again 
deuce. 

A Deuce Set. — The same idea is also applied to 
games, in this manner: Ordinarily the player first win- 
ning six games wins the set, but when each player has 
earned five games the score becomes games all or deuce 
and it is necessary for a player to win the next 2 games 
in order to win the set. If when the score is games all 
(5 all) A wins the next game (6 — 5) and B wins the 
next (6 all) the score again becomes games all. If A wins 
the next two games he captures the set, 8 — 6. Play- 
ers may, however, dispense with the vantage feature by 
mutual agreement. The best two sets out of three usu- 
ally constitute a match; in championship meetings, 
however, a match sometimes consists of three sets out 
of five. 

The opponents change courts after each set, save in 
championship meetings, when in the concluding set they 
change after the first, third and each subsequent alter- 
nate game. 



CHAPTER II 
USING THE RACKET 

The first thing for the beginner is to accustom him- 
self to the use of the implements. lie should learn how 
to hold and swing the racket and discover by experi- 
ence how hard it is necessary to hit the ball in order to 
send it a certain distance. If the beginner can find a 
high wall or side of a building against which he can 
hit the ball from different distances it will be an aid 
to him. 

The choice of a racket should be left to some one 
who has played the game. The principal things to 
consider are weight and balance, providing you are pur- 
chasing from a reputable house. For the ordinary 
player the racket should weigh not less than 13 nor 
more than 14^ ounces. Fast work, without plenty of 
weight in the racket is impossible, while too much weight 
will tire the wrist. Find a racket which feels right and 
which swings comfortably. Details of manufacture 
need not trouble you so long as you are buying from a 
house with a reputation for honest goods and fair treat- 
ment. 

Rackets vary greatly in price. Practical rackets may 
be bought for as little as two dollars, while the finest 
cost as high as eight. A good serviceable racket may 
26 399 



400 LAWN TENNIS 

be had for four dollars. There are several brands of 
balls any of which are satisfactory so long as they are 
new; never purchase a last season's ball, since rubber 
very quickly loses its life. A ball, irrespective of maker, 
which sells for four dollars a dozen will be found gen- 
erally satisfactory. 

How to Hold the Racket. — No matter whether 
you are serving or returning the serve, no matter what 
kind of a stroke you are making, always hold the racket 
firmly. A loose grip on the handle is a fault which, once 
acquired, is almost impossible to recover from. There- 
fore start right. Take the handle at the extreme end, 
the butt working against the palm of the hand. A 
forehand stroke is made when the ball is to the right of 
the body. In this case the hand grasps the handle some- 
what diagonally, the forefinger being a trifle separated 
from the others but not laid stiffly along the handle. 
A backhand stroke is used when the ball is to the left 
of the body. In this case the fingers should be wrapped 
tightly around the handle, with the thumb at full length 
at the back as an aid to direction and force. This grip 
is also the proper one to use when making an overhand 
serve. It is, of course, necessary to alter the grip fre- 
quently during play, but the ability to do this comes 
readily until, with experience, the changing of the grip 
requires no thought. When at rest the racket should 
be held not hanging at arm's length but across the front 
of the body, the right hand retaining its firm grip on 
the butt and the left hand lightly supporting it at the 



USING THE KACKET 401 

fork or splice. From here it may be readily brought 
into any desired position. 

The Stroke. — Another bad habit easily acquired 
and difficult to shake off is that of hitting the ball with a 
short, nervous jerk in which the arm alone is concerned. 
Such a stroke is deficient in accuracy and speed. Prac- 
tise until you have developed a long swinging stroke 
not of the arm alone but of the whole body from the 
knees upward. The racket should start at the limit of 
your reach behind you, come forward with an easy, free 
motion from the shoulder and swing as far beyond you 
after the ball is hit as your reach will permit. This fol- 
low-through is just as essential in tennis as in golf, and is 
one of the secrets of success of most first-rank players. 
In the forehand stroke the racket comes up in front of the 
body and finishes over the left shoulder; in the back- 
hand stroke it starts over that shoulder and finishes at the 
extreme limit of the outward reach. In the overhand 
serve the racket should not stop its descent in front of 
the shoulder, but should be brought on down until it 
swings back of the body. Practise these strokes until 
the muscles perform their work smoothly and there is no 
hitch from start to finish. 

Managing the Body. — Getting into position for the 
ball, poising the body for the stroke and recovering the 
balance are important points. In the first place, keep 
your feet under you. Never try a stroke when you are at 
such a distance from the ball that you are obliged to 
overbalance to reach it. Have your balance perfect 



402 LAWN TENNIS 

when you hit, and then overbalance in the direc- 
tion of the stroke, adding the weight of the body 
to the impulse and recovering by advancing the feet. 
While awaiting a serve divide the weight evenly on both 
feet, throw the balance slightly forward from the waist 
and face the opponent squarely. From this position you 
can start quickly in any direction. In making a forehand 
drive step forward with the left foot, start the racket well 
back, sweep it forward hard and fast, throw the weight 
on to the left foot as the stroke is made and recover the 
balance by advancing the right foot. 

Meet the ball ; that is, advance toward it instead of 
remaining motionless or moving backward. Do not make 
the common mistake of getting too close to it and so 
cramping the stroke. This is especially likely to happen 
with the novice when trying backhand strokes. It is bet- 
ter to start the stroke too far away and trust to being 
able to move up while making it than to get too close and 
have to move back. In the latter case neither speed nor 
accuracy of direction are possible. 

Extend' the arm; do not make a stroke with the el- 
bow bent. If you do you will " chop " the ball. Do not 
overwork the wrist. The wrist performs its part at the 
beginning and end of the stroke, not during the swing. 

Keep the eyes ojst the ball from the instant it 
leaves the opponent's racket until it meets your own. 
Discover at a glance while getting your position for the 
stroke where your opponent is and decide instantly 
where to put the ball, but do not " give away " the play 
by looking toward that part of the court. 



CHAPTER III 

SERVING 

In serving the player must make the ball travel a dis- 
tance of 39 feet before it crosses the net; the net is 3 feet 
high at the center, increasing to 3 feet 6 inches at the 
ends; and after crossing the net the ball must fall within 
a space 21 feet by 13^ feet in area. At first thought the 
server's task is not difficult; it is merely necessary for 
him to send the ball away in an arching flight so that it 
will go over the net and drop into the court beyond. But 
a ball which arches to any extent is slow, and on the other 
side of the net is an opponent waiting to receive it and 
put it back into the server's court where the latter will 
have difficulty in getting it. A slow ball with an easy 
bound is just what will please him most. Therefore it 
becomes necessary for the server to send a swift ball, one 
which will bound at a slight angle and render the striker- 
out's work as difficult as possible. 

So the server stands back of his line, tosses the ball 
up and swings down hard with his racket. The ball goes 
away with plenty of speed but slams into the net. The 
server tries it again, resolved this time to get it over the 
canvas. He succeeds. The ball, going like a shot, gets 
into no difficulties with the net, but lands four feet back 

403 



404 LAWK TENNIS 

of the opponent's service-line; double fault for the server; 
a point for the other chap. The server tries again. He 
thinks he sees his mistake. So he gets up on to his toes, 
tosses his ball far into the air and lets drive. Unfortu- 
nately, he is overbalanced and the stroke sends the ball 
into the back net, the opponent dodging it as it sings 
by his head. The server becomes suddenly cautious. 
No double fault for him again. He sends the next ball 
away with a nice slow arch. It bounds high and true 
and the opponent drives it back into the extreme left 
corner of the server's court, where it is impossible for the 
latter to get it. Another point for the striker-out. After 
that set, if the server is possessed of good sense he finds 
some one who knows how to serve and takes a few les- 
sons. 

The Undeehand Seevice. — In the infancy of ten- 
nis the serve most used was the underhand cut or twist, in 
which the ball was made to bound from the ground in as 
erratic a manner as possible. All sorts of angles were 
possible; in some cases there was almost no bound, the 
ball trickling along the ground after striking as though 
insane. But with the advent of fast return strokes, no- 
tably the Lawford drive, the underhand service went 
out of fashion. To-day it is practically never used, and 
the hard overhand service, with or without twist, has 
taken its place. 

The Ovebhand Seevice. — The best service for the 
beginner to learn is the straight overhand with a trifle of 
cut to the right. Start the ball at top reach, getting up 



SERVING 405 

on the right toe if necessary, and bring the racket to it 
so that it is struck slightly from above and slightly on the 
right side. The spin resulting is one to the server's right 
and downward, which puts a certain amount of cut on 
the ball and forces it to the opponent's right, as well as 
enough drop to bring it into the court when, without the 
impulse from the top, it would naturally land back of 
the service-line. This is not a difficult serve to learn and 
when once mastered may be made at the greatest speed 
of which you are capable. In practising it, however, it 
is best to learn the principle of the stroke thoroughly be- 
fore trying to combine speed with it. If you find it neces- 
sary to get up on the toe of your right foot in order to 
attain sufficient elevation use the left foot to maintain 
your balance ; without perfect balance until after the ball 
has been struck no success in this or any other service is 
possible. 

The reverse service is somewhat more difficult to 
acquire any great amount of proficiency in. But hav- 
ing once learned the above, the reverse will come with 
practise, and when mastered is of much value. It is 
merely the opposite of the right-side cut, the racket being 
drawn past the ball from right to left. By using both 
serves you can diversify your delivery so as to keep the 
opponent generally ignorant as to what is going to hap- 
pen to him. 

The American twist service, which popped into 
prominence a few years ago at the international meetings, 
is merely the service above described perfected. The 



406 LAWN TENNIS 

ball is struck well on top and at the same time the en- 
tire face of the racket is drawn sharply across it from left 
to right, or vice versa. The roughness of the felt cover 
here serves a double purpose; it engages the strings of 
the racket so that a rapid spin is created, and, after leav- 
ing the racket, it offers great resistance to the air. The 
ball is sent away, say, with a left-to-right spin; conse- 
quently the right side of the ball travels faster than the 
left, creates more friction with the air than does the oth- 
er, and so, following the line of least resistance, bears 
constantly to the left. At the same time, however, be- 
cause of the fact that the impulse has been given largely 
from above, the line of least resistance is beneath as well 
as to the right, and the consequence is that a ball well 
delivered with this stroke cuts to the server's left and 
also drops quickly after passing the net. To those who 
understand the art of curving a baseball this curving of 
a tennis-ball offers no puzzling features. 

The ball sent across the net with the left-to-right spin 
naturally bounds smartly to the right after landing, 
while a ball sent with the reverse spin bounds to the left ; 
in each case the bound is in the direction opposite to the 
curve. It is not a service for the beginner to attempt, 
but is possible of mastery by any player who has ac- 
quired speed and dexterity in the use of the racket. At 
first it tells greatly on the muscles of the abdomen be- 
cause in making the stroke it is necessary to lean back- 
ward and start the racket from a point as low as possible 
behind you, bringing it up and forward with a hard 



SERVING 407 

sweep of the arm. There is a knack to the quick, sharp 
side-to-side motion, however, which can only be solved 
by repeated experiments. 

The second service, no matter what the first has 
been, should be kept as long and low as is consistent with 
safety. The fault of many beginners is that they at- 
tempt a fast, slashing first service, and when that fails, 
as it does more often than not, pop over a slow service 
that bounds so high that the opponent easily " kills " it 
with a hard drive. It is far better tennis to put the first 
service over, even if it is necessary to reduce its speed, 
than to lose it entirely and have to depend on the second. 
A fairly fast ball that is certain of success eight times 
out of ten is of far more value than an extremely fast 
one that is only occasionally successful. 



CHAPTER IV 

RETURNING 

By returning is meant here the act of playing the 
ball in any way save by service. The term includes the 
Ground-stroke, the Yolley and the Lob. 

The Ground-Stroke 

By this is meant the stroke used in playing a ball 
that has struck the ground. Fully two out of three 
strokes are ground-strokes, although the rules require 
that only the return of the service shall be such. No 
game can be won by service and volleying only, and the 
ground-stroke is the first and the most important thing 
to learn. The ground-stroke may be made in several 
ways, as by the straight side-stroke, the drop-stroke and 
the chop-stroke. All have their uses. 

At what part of the bound from which to play the 
ground-stroke is a matter of opinion. Theoretically at 
least the player who moves in on the ball and takes it 
just as it rises from the ground is playing a faster game 
and a harder game than the one who waits for the ball 
to descend from the top of the bound. But to do this suc- 
cessfully every time is a difficult matter, and until the 

408 



KETUKNING 409 

beginner lias acquired certainty in judging the ball it is 
better for him to make the stroke after the ball has 
reached the top of its arc and has begun to drop. x\s to 
holding the racket, remember what has been already 
said as to keeping a tight grip. A loosely held racket 
will turn in the hand unless the ball strikes the center 
of it, and even when it does not turn is incapable of de- 
livering a sharp, firm blow. 

Keep the backet horizontal; that is to say, play 
every stroke with the head practically no lower than 
the butt. To do this it often becomes necessary to bend 
the body, but the habit is easily acquired and by it ac- 
curacy and steadiness are insured. The player who 
makes his strokes with the racket in a perpendicular po- 
sition can never become more than a mediocre player, 
no matter how brilliant he may be at serving or cover- 
ing court. 

The Side-Stroke. — The twist is an important feat- 
ure of the side-stroke. A fast ball ordinarily bounds 
low, perhaps no higher than the knee, and if returned 
without any twist will usually go out of court. 
Therefore a certain amount of down twist is necessary. 
Use a long, clean swing, starting the racket well back of 
the body, meet the ball as it starts to drop from the top 
of the arc, give a slight twist of the wrist so that the 
upper edge of the racket will be in advance of the lower 
as the ball is struck and. carry the racket well through. 
Get the weight of the body into the stroke. The ball will 
get away with a downward spin that will cause it to 



410 LAWN TENNIS 

drop sharply after crossing the net. When necessary to 
get by an opponent who is playing close up in the ex- 
pectation of volleying, this stroke is far more service- 
able than a slow, high ball which could be easily killed. 
The harder the ball is struck the sharper will be the 
drop ; it is not so much the amount of twist that regu- 
lates the drop as it is the amount of impetus. There- 
fore, do not fall into the error of jerking the wrist and 
so making two distinct movements of the stroke where 
there should be but one. 

Do not Sacrifice Steadiness for Speed. — Learn 
first to put the ball where it will do the most good and 
then increase the speed of your strokes; but do not go 
beyond the point where certainty ceases. Hard, slashing 
strokes that send the ball into the net or out of court 
may look formidable but are of small value — save to the 
opponent. 

The drop-stroke is an exaggeration of the side- 
stroke, and when first used was known as the " Law- 
ford." The slight, imperceptible twist used for the side- 
stroke becomes an upward glancing sweep of the racket, 
which gives the ball a sharp top-to-bottom spin and causes 
it to drop erratically from its original line of flight. 
When well performed the drop-stroke is more diificult to 
volley than any other. As in the side-stroke, of which 
this is merely a variation, a full, long sweep of the racket 
is necessary, and the follow-through should not be 
slighted. 

The chop-stroke is made by meeting the ball with 




AT THE NET. 
A forehand volley. (Narragansett Pier, E. I.) 



RETURNING 411 

the racket with an underneath glancing blow, which 
causes the ball to stay up instead of drop, the spin being 
a backward one and just the reverse of that given by the 
drop-stroke. The stroke is necessarily a slower one, but 
partially atones for that by reason of its increased accu- 
racy. To play a ball that is less than hip-high with this 
stroke and keep it from going out of court is a difficult 
feat; plenty of elevation at the time the ball is struck 
is necessary for the success of the chop-stroke. 

The backhand chop-stroke is the commonest of all 
strokes made to the left of. the body, and the easiest. 

The backhand side-stroke, if it can be acquired, is 
far more valuable than the chop-stroke, but it is extreme- 
ly difficult and utterly worthless unless properly played. 
To use the drop-stroke in backhand playing is, of course, 
out of the question. 

The Volley 

Elsewhere the rule has been laid down that all strokes 
should be made with the arm extended and the elbow 
practically unbent. Like every good rule, this one pos- 
sesses its exception. In certain backhand strokes it is 
necessary to bend the elbow in order to obtain leverage ; 
this is especially so of strokes made when the ball is 
volleyed in front of the body, as is often necessary when 
playing up to the net. But with this exception the 
volley, like the ground-stroke, should be made with a 
full arm. 



412 LAWN TENNIS 

Sometimes it is only necessary in volleying a hard-hit 
ball to place the racket in its path, keeping the grasp on 
the handle rigid. Generally, however, it is necessary to 
strike the ball forcibly. If the player is well away from 
the net he usually has time to prepare for the stroke by 
swinging his racket back and then meeting the ball as in 
a ground-stroke, only with less force. Avoid underhand 
volleying; if it is not possible to volley with the racket 
in a horizontal position retreat and take the ball with a 
ground-stroke. Volleying is primarily a net play. Get 
the racket in the path of the ball, move it back only a 
few inches, and then, as the ball strikes it, move it for- 
ward again, not attempting to hit the ball, but rather 
pushing it, a slight twist of the wrist giving the direction. 
This is the usual play for an ordinary ball coming at you 
from ordinary elevation. But there is besides what is 
called the stop-volley, which is also useful for this sort 
of ball. 

The stop-volley is made from a position close up 
to the net. The racket is held where the ball will strike 
it and the grasp on the handle relaxed so that the impact 
is deadened and the ball, instead of springing away from 
the racket, merely drops to the ground on the other side 
of the net with practically no bound. In effect this 
strike corresponds to the bunt used in baseball. It is 
possible of success only when the ball is coming swiftly. 

Overhead volleying or smashing is valuable when 
the player at the net has a dropping ball to dispose of. 
The player, in order to make this stroke successful, must 



RETURNING 413 

first of all get into the right position. This position is 
directly in the path of the descending ball, not in front 
of it nor behind it. If the player will place himself 
where, if he does not guard himself, the ball will strike 
his face he will be in the correct position to " kill " it. 
Start the racket well back of the right shoulder, with 
the end nearly touching the ground, and bring it up and 
forward with a full-arm swing, coming down on the ball 
with the face of the racket squarely toward it. As the 
blow is struck throw the weight of the body into it, re- 
covering the balance by bringing the right foot forward. 
Never attempt a smash from a point farther back from 
the net than the service-line and always try to put the 
ball away from the center of the opponent's court. 

The half-volley is sometimes necessary; when it 
is it is because the player has unwittingly placed himself 
in poor position. The stroke is uncertain at the best 
and should be avoided. 

The Lob 

This stroke is of great defensive value, and, in the 
hands of some players, becomes also a highly successful 
method of attack. As a defensive play the lob is made 
to get the ball past an opponent at the net who is waiting 
to smash it or to gain time in which to recover a lost posi- 
tion. Thus, if you find yourself near the service-line and 
well over to the side of the court, with the opponent play- 
ing up to the net, a lob will accomplish two things: 



414 LAWN TENNIS 

it will give you time in which to regain a position in the 
center of the court and it will cheat the opponent of a 
chance to " kill " the hall by a swift, well-placed volley. 
The lob has the merit of being difficult to take by a 
volley, the players who can " kill " a lobbed ball- being 
few and far between. It is this that renders the stroke 
of value as offense. If the opponent has gained an advan- 
tageous position at the net from where he can volley into 
almost any part of your court the lob may save you the 
point. Send the ball over his head and as near the base- 
line as possible. In this case to give the ball extreme 
height is a mistake, as the more height there is the more 
time the opponent has in which to get back and prepare 
for the return. The aim, then, is to put the ball safely 
out of his reach and as far toward the back of his court 
as possible. When he goes after it take the net yourself. 
Wnether the lob is used defensively or offensively, never 
put the ball short of the service-line. From the service- 
line to the base-line lies the territory for lobs. To attempt 
to put the ball near the side-line is extremely risky, for 
a high-hit ball encounters various currents of air which 
it is impossible to take into consideration in making 
the stroke and which may deflect the ball sufficiently 
to bring it down out of court. In making the stroke get 
the racket well under the ball and sweep it upward 
with a movement of the arm; do not trust to the wrist 
alone. Except when there is much wind do not be afraid 
of letting yourself out and sending the ball high; the 
high lob is nearly always more successful than the short 



RETURNING 415 

one. After you have become somewhat expert at the 
stroke even a fair wind need not deter you from hitting 
up pretty well, for by taking the wind into consideration 
and sending the ball aloft at an oblique, you will be able 
to make with safety a play that will worry the opponent 
considerably. Practise the stroke until it comes as easy 
as any other. 



27 



CHAPTER V 

TACTICS 

In serving take a position near the center of the base- 
line. There are several reasons for this. One of them 
is that the ball will have a less distance to travel, and so 
will be in better command both as to speed and direction. 
Another is that from this position it is possible to send 
the ball to any part of the opponent's service court with 
more certainty. Still another is that after the service 
you are in a position to protect your own court. Study 
the opponent's position. If he is standing well over to 
the left of his court it is fair to assume that he is weak 
on backhand strokes and is striving to protect himself 
against them. If he has left the extreme right of the 
court unguarded place the serve there; if he has not 
put the ball where a backhand return will be almost 
imperative. If he shows weakness in backhand work 
see that he has plenty of it. Rely on placing first, then 
on speed; combine the two, but don't sacrifice direction to 
swiftness. 

Position after Service. — If you have served from 
what is practically the center of the base-line you are in 
the best possible position from which to go after the op- 

416 



TACTICS 417 

ponent's return. Don't follow the ball and run into the 
middle of the court, but stay where you are, watch the 
opponent first, then his racket and finally the ball, and 
keep on your toes, ready to start for whatever part of 
your court the ball is coming to. It is a fact that the 
strongest position you can occupy is " at the net," i. e., 
about midway between the net and the service-line, but 
don't be in too big a hurry to get there. The time to 
run up to the net is after you have made a stroke which 
the opponent will have difficulty in returning; go up 
then and volley the ball. But do not go up after you 
have played the ball weakly; your position then is in 
deep court. If by lobbing or by swift drives to the 
opponent's deep court you have driven the latter back to 
or beyond his base-line, get to the net by all means and 
volley. The net position then is the winning one. 
Whenever during the game you can drive the opponent 
back and get the net, do so; but do not dispute that 
position with him after a weak play on your part. 

In eeceiving your position so far as the distance 
back of the service-line is concerned depends upon the 
speed of the opponent's service. If he sends swift balls 
they will strike near the service-line and bound low. 
Your place then is well back where you can take them 
at the instant they begin their drop, unless, of course, 
you have perfected your playing to a point where you 
can with certainty take the ball on the rise. Wherever 
you stand recollect that you should move up on the ball 
and not allow the ball to come back to you. As regards 



418 LAWK TENNIS 

the side-line and center-line your position should be a 
normal one, giving the opponent no hint of any weakness 
of backhand play should such weakness exist. 

In returning aim to put the ball as close as possible 
to the opponent's base-line, using speed only as far as 
certainty accompanies it. At the same time play for the 
side-lines. If you can get the ball into the extreme cor- 
ner you are doing as well as possible. In such case run 
up to the net and be prepared to volley by the time the 
ball comes back to you. If, however, you have returned 
weakly, either as regards placing or speed of stroke, keep 
away from the net. You have given the opponent a 
chance to do his best and your whole court is his terri- 
tory for attack. Get back to center deep court and be 
prepared to move in any direction. In short, beware 
of the net when it is evident to you that the opponent 
can " pass " you — that is, get the ball by you on either 
side. 

If the opponent runs up immediately after the serv- 
ice there are two plays possible which should win you 
the point. If the opponent runs up through the center 
of the court put a slow ball down the nearest side-line. 
If he comes up on that side of his court play the ball 
across the court in front of him so that it will strike near 
the other boundary. Beside these plays there is another 
which you may or may not be able to make, everything 
depending on the kind of service you have to return; 
I refer to a lob into deep court. This play if successful 
will drive the opponent back again on the run and will 



TACTICS 419 

give you the net. But there are many services which 
it is impossible to convert into successful lobs. 

In net play don't be too violent. To attempt to 
smash everything isn't the best playing. Use your head 
at the net if you ever use it at all. To smash a ball 
while the opponent is playing back in expectation of 
just such a play isn't always advisable. Try a stop-volley 
sometimes. Place the ball sometimes where the oppo- 
nent will have to race and work hard to get it ; if he does 
get it the return will be so labored as to be easily handled ; 
and whether he gets it or doesn't get it the exertion will 
tell on him. The smash should be used discriminately ; 
it's a good play but is often abused. 

Change your play now and then ; it will bother the 
adversary. Find out what he likes least of all and give 
him a full dose of it. If he loses his temper — or rather 
whether he does or not — keep your own. 



CHAPTER VI 

THE COURT; HOW TO MAKE AND MAINTAIN IT 

The best all-purpose court which can be made at me- 
dium expense in this country is what is known as the 
clay court. Turf courts are extensively used and are 
pleasant to play on, but they are considerably slower 
than clay courts and do not stand continued usage well. 
Concrete, cement and asphalt courts are open to many 
objections, the greatest of which is their liability to crack 
or flake under the action of frost, and the least of which 
is their effect on balls and shoe-soles. Cinder courts 
answer fairly well so long as they are carefully tended, 
but they are hard on the player's feet because of their 
loose, gritty surface, and will soon wear the cover off of 
a ball. The plain, e very-day " dirt " court is preferable 
to the cinder affair, and, on the whole, makes a satisfac- 
tory surface so long as it is kept well rolled and drained. 
But the clay court will repay for the trouble and expendi- 
ture necessary for its construction by its lasting qualities 
and by the ease with which it may be kept in condition. 

In selecting a site beware of low ground which 

shows a disposition to hold moisture, as perfect drainage 

is essential. Trees should not be near enough to throw 

shade on the playing territory. The size of the double 

court is 78 by 36 feet, but you should allow for a margin 

420 



THE COITKT 421 

of not less than 12 feet on each side, and one of at least 
20 feet at each end. Lay the court north and south, or 
approximately so, in order that the late afternoon sun 
will not shine into the players' eyes. 

Dig away the soil to the depth of one foot and level 
the exposed surface carefully, allowing a drop of from 
four to six inches from each end toward the center. 
Then roll it hard. On it place a six-inch layer of broken 
rock or slag, and pound and roll thoroughly until it is 
compact and smooth but loose enough to allow water 
thrown upon it to percolate readily. If convenient lay 
a line of terra-cotta drain-pipe, such as is used for drain- 
ing fields, across the court in the middle under where 
the net is to hang, allowing the top of it to lie not more 
than four inches from the final surface of the court and 
giving it a slight slope to one side of the court where the 
water should be allowed to waste away into a bed of 
broken rock or a sunken barrel. This drain constitutes 
an excellent feature, but is not ordinarily absolutely 
necessary. The next layer of filling should be about 
three inches thick when thoroughly firmed down, and 
may be of fairly coarse gravel and sand or of coarse cin- 
ders. The latter has two advantages over the former; 
it is more resilient and can not be pierced by grass or 
weeds should the roots of such remain below. This 
layer, like the preceding one and the one following, 
should be carefully graded toward the center. It should 
be watered copiously and rolled thoroughly; three days 
is not too much time to spend on this stage of the work. 



422 LAWN TENNIS 

Foe the sueface dkessing use equal parts of coarse 
beach sand or builder's sand and clay. Mix it thor- 
oughly in piles, turning it over and over again, and 
finally spread on the court until it is well above the pro- 
posed surface. All that now remains to be done is to 
pound and roll it hard and firm, sprinkling with hose or 
watering-can as the work progresses, and to fill in all de- 
pressions. If, when completed, the surface proves too 
sticky sprinkle with more sand. During the next week 
water and roll the surface each day and watch for depres- 
sions; any spot on which the water stands should be 
filled in. A hard rain will put your work to a very thor- 
ough test, and after it is over you will probably find 
some washes and pools, resulting from the settling of the 
earth, which will need attention. 

Maintaining a clay couet, after it is once in good 
condition, is not difficult. It should be lightly swept 
free of clods and rubbish every day and should be well 
sprinkled at least thrice a week — the best time to do this 
is in the evening unless the weather is particularly dry 
with no dew — and rolled while still moist the next morn- 
ing. It will be necessary to remove an occasional pebble, 
to fill in a depression now and then and to keep weeds 
and grass from the margins. The court should have a 
thorough going over each spring before it is wanted 
for use. 

To mark out the couet, first find the center of the 
space at your disposal. From this measure 13| feet each 
way toward the sides of the space and set stakes. The 



THE COUKT 423 

line between these stakes represents the position of the 
net, and should be 27 feet long, and should run at right 
angles with the sides of the space. To one net stake 
attach a measuring tape 39 feet long and to the other a 
tape 47 feet 5 inches long. Draw each one taut and 
bring the ends together until they meet, at which point 
set a stake indicating the junction of base-line and the 
side-line. Measure 21 feet from the net stake along the 
line to the corner stake, and so find one end of the serv- 
ice-line. Now interchange the tapes, and by the same 
method find the junction of the base-line and the op- 
posite side-line, and as before put a stake down 21 feet 
from the net stake to indicate the other end of the serv- 
ice-line. You have now secured the boundaries of one 
court. The same process on the other side of the net 
stakes will find the corresponding boundaries. 

Xext, by finding the middle point of the two service- 
lines and connecting them you have the center-line, and 
your single court is complete. 

To enlarge it into a double court extend each base- 
line 4 feet 6 inches and from the points so secured run 
new lines parallel to the single-court side-lines. Place 
your net posts three feet out from the double-court side- 
lines. 



424 LAWN TENNIS 

LAWN-TENNIS KECOKDS 

THE SEASON OF 1903 

The tennis season of 1903 was a remarkably prosperous, as 
well as an extremely interesting one in this country. It wit- 
nessed a large increase in the number of minor tournaments and 
saw the best American talent go down before the superior playing 
of the Doherty brothers, champions of England. They won the 
Davis International Challenge Cup at Longwood, Mass., on Au- 
gust 7th, by defeating the Wrenn brothers, 7-5, 9-7, 2-6, 6-3. On 
August 8th, on the same courts, H. L. Doherty defeated Larned, 
American champion, in singles, 6-3, 6-8, 6-0, 2-6, 7-5. R. F. 
Doherty won from R. D. Wrenn, 6-4, 6-3, 8-6. 

At Newport the Englishmen won the American championship 
in doubles by defeating Waldner and Collins, 7-3, 6-3, 6-3, after 
those players, Western champions, had earned the right to meet 
the challengers by winning from the Eastern champions, Ware and 
Ward. H. L. Doherty subsequently won the singles championship 
by defeating W. J. Clothier. 

In Philadelphia, on June 27th, Miss Elizabeth Moore defeated 
the former champion, Miss Marion Jones, and captured the Wom- 
an's National Championship. 

LAWN-TENNIS RANKING FOR 1903 

SINGLES 

Class 1. Owe 3-6 of 15 — William A. Larned, Annapolis, Md. 

Class 2. Owe 2-6 of 15 — Holcombe Ward, South Orange, N. J. ; 
William J. Clothier, Philadelphia, Pa.; Beals C. Wright, Boston, 
Mass. 

Class 3. Owe 1-6 of 15 — Kreigh Collins, Chicago, 111. 

Class 4. Scratch — Edwin P. Larned, Summit, N. J. ; Harry F. 
Allen, Philadelphia, Pa.; Edgar W. Leonard, Boston, Mass.; 
R. H. Carleton, New York, N. Y. 



LAWN-TENNIS RECORDS 425 

Class 5. Receive 2-6 of 15 — C. Seaver, Boston, Mass.; Kenneth 
Horton, Nahant, Mass.; Robert Huntington, Stotesburg, N. Y. ; 
Stephen C. Millett, New York, N. Y. ; Louis H. Waidner, Chicago, 
111.; J. E. D. Jones, Providence, R. I. 

Class 6. Receive 3-6 of 15— Robert Le Roy, New York, N. Y. ; 
R. Hunt, Alameda, Gal.; J. Neely, Chicago, 111.; I. C. Wright, 
Boston, Mass. ; C. F. Watson, Jr., South Orange, N. J. ; F. Geohc- 
gan, Washington, D. C. 

Class 7. Receive 4-6 of 15 — S. Warland, Cambridge, Mass.; 
A. S. Pier, Boston, Mass.; Ross Burchard, New York, N. Y. ; 
Wylie C. Grant, New York, N. Y. 

Class 8. Receive 5-6 of 15 — John C. Davidson, Washington, 
D. C. ; Frederick G. Anderson, Brooklyn, N. Y.; Harry W. Mollen- 
hauer, Brooklyn, N. Y. ; H. H. Whitman, Boston, Mass.; Robert 
M. Miles, South Orange, N. J. ; R. Bishop, Boston, Mass. ; H. Holt, 
Boston, Mass.; Oviedio M. Bostwick, New York, N. Y. ; H. Tor- 
rence, Tenafly, N. J. ; W. P. Blagden, New York, N. Y. 

Glass 9. Receive 15 — Theodore Roosevelt Pell, New York, 
N. Y.; Samuel C. Westfall, Brooklyn, N. Y. ; A. Fuller, Boston, 
Mass.; Louis E. Mahan, New York, N. Y. ; B. S. Prentice, New 
York, N. Y. ; A. Hoskins, Philadelphia, Pa. ; B. F. Merrill, Boston, 
Mass.; J. B. Read, Boston, Mass.; Dr. L. W. Glazebrook, Wash- 
ington, D. C. ; F. Colket, Philadelphia, Pa. 

Class 10. Receive 15 and 2-6 — Harry E. Avery, New York, 
N. Y. 



Class 1. Scratch — William A. Larned and Beals C. Wright, 
Holcombe Ward and Leonard E. Ware, Robert D. Wrenn and 
George L. Wrenn, Jr., Kreigh Collins and Louis H. Waidner. 

Class 2. Receive 2-6 of 15 — William A. Larned and Malcolm 
D. Whitman. 

Class 3. Receive 4-6 of 15 — William J. Clothier and Edgar W. 
Leonard, Beals C. Wright and Irving C. Wright. 

Class 4. Receive 15 — Harry F. Allen and Robert Le Roy, Irv- 
ing C. Wright and Edgar W. Leonard, and Wylie C. Grant and 
Robert Le Roy. 



426 



LAWN TENNIS 



OFFICIAL RANKING LISTS SINCE 1895 



1895. 

F. H. Hovey. 
W. A. Lamed. 
M. G. Chase. 
John Howland. 
R. D. Wrenn. 
C. B. Neel. 

C. Hobart. 
Richard Stevens. 

A. E. Foote. 

C. R. Budlong. 

1898. 
M. D. Whitman. 
L. E. Ware. 
W. S. Bond. 

D. F. Davis. 

C. R. Budlong. 

E. P. Fischer. 

G. L. Wrenn. 
Richard Stevens. 
S. C. Millett. 

G. K. Belden. 
1901. 
W. A. Lamed. 

B. C. Wright. 

D. F. Davis. 
L. E. Ware. 
Clarence Hobart. 
R. D. Little. 
Holcombe Ward. 
Kreigh Collins. 

E. P. Fischer. 
W. J. Clothier. 



1896. 
R. D. Wrenn. 
W. A. Larned. 

C. B. Neel. 

F. H. Hovey. 
E. P. Fischer. 

G. L. Wrenn, Jr. 
R. Stevens. 

M. D. Whitman. 

L. E. Ware. 

G. P. Sheldon, Jr. 

1899. 
M. D. Whitman. 

D. F. Davis. 
W. A. Larned. 
J. P. Paret. 
Kreigh Collins. 
George Wrenn, Jr. 
L. E. Ware. 

B. C. Wright. 

Holcombe Ward. 

R. P. Huntington, Jr, 

1902. 
W. A. Larned. 
M. D. Whitman. 
B. C. Wright. 
Holcombe Ward. 
W. J. Clothier. 
L. E. Ware. 
R. D. Little. 
H. H. Hackett. 
Clarence Hobart. 
Kreigh Collins. 



1897. 

D. D. Wrenn. 
W. A. Larned. 
W. V. Eaves. 
H. A. Nesbit. 
H. S. Mahoney. 
G. L. Wrenn. 
M. D. Whitman. 
Kreigh Collins. 

E. P. Fischer. 
W. S. Bond. 

1900. 
M. D. Whitman. 

D. F. Davis. 
W. A. Lamed. 
B. C. Wright. 
Kreigh Collins. 
G. L. Wrenn, Jr. 
Holcombe Ward. 
L. E. Ware. 

J. L. Allen. 
R. D. Little. 

1903. 
W. A. Lamed. 
Holcombe Ward. 
W. J. Clothier. 

B. C. Wright. 
Kreigh Collins. 

E. P. Larned. 
H. F. Allen. 
E. W. Leonard. 
R. H. Carleton. 

C. Seaver. 



LAWN-TENNIS RULES 



427 



RULES OE LAWN TENNIS 

(By permission of the American Sports Publishing Company, owner of the copyright. ) 
THE COURT 



^1 



78 
B 



G 




N 






L E 


18 




21 


18 


21 




F 




b 


/I 






K 



39 



39 



Diagram O. — Double tennis court. 

1. The court is 78 feet long and 27 feet wide. It is divided 
across the middle by a net, the ends of which are attached to two 
posts, A and B, standing 3 feet outside of the court on either side. 
The height of the net is 3 feet 6 inches at the posts, and 3 feet in 
the middle. At each end of the court, parallel with the net and 
39 feet from it, are drawn the base-lines D E and F G, the ends of 
which are connected by the side-lines D F and E G. Half-way 
between the side-lines, and parallel with them, is drawn the half- 
court line I H, dividing the space on each side of the net into two 
equal parts, the right and left courts. On each side of the net, at 
a distance of 21 feet from it, and parallel with it, are drawn the 
service-lines K L and M N. 



THE BALLS 

2. The Balls shall measure not less than 2i inches nor more 
than 2-> a o inches in diameter; and shall weigh not less than ljf 
ounces, nor more than 2 ounces. 



428 LAWN" TENNis 



THE GAME 

3. The choice of sides, and the right to serve in the first 
game, shall be decided by toss ; provided that, if the winner of 
the toss choose the right to serve the other player shall have 
choice of sides, and vice versa, or the winner of the toss may 
insist upon a choice by his opponent. If one player choose the 
court the other may elect not to serve. 

4. The players shall stand on opposite sides of the net; the 
player who first delivers the ball shall be called the server, and 
the other the striker-out. 

5. At the end of the first game the striker-out shall become 
server, and the server shall become striker-out; and so on alter- 
nately in all the subsequent games of the set, and following sets. 

6. The seiwer shall serve with both feet behind, i. e., farther 
from the net than the base-line, and within the limits of the 
imaginary continuation of the center service and the side-lines. 
It is not a fault if only one of the server's feet do not touch 
the ground at the moment at which the service is delivered. He 
shall place both feet upon the ground immediately before serving, 
and shall not take a running nor a walking start. He shall deliver 
the service from the right and left courts alternately, beginning 
from the right, in each of his service games, even though odds 
be given or owed. 

7. The ball served must drop between the service-line, half- 
court line, and side-line of the court, diagonally opposite to 
that from which it was served. 

8. It is a fault if the ball served drop in the net beyond the 
service-line, or out of court, or in the wrong court; or if the 
server do not stand as directed by law 6. If the server, in at- 
tempting to serve, miss the ball altogether, it does not count a 
fault, but if the ball be touched, no matter how slightly, by the 
racket, a service is thereby delivered, and the laws governing the 
service at once apply. 

9. A fault can not be taken. 

10. After a fault the server shall serve again from the same 



LAWST-TENNIS RULES 429 

court from which he served that fault, unless it was a fault 
because he served from the wrong court. 

11. A fault can not be claimed after the next service is deliv- 
ered. 

12. The server shall not serve till the striker-out is ready. 
If the latter attempt to return the service he shall be deemed 
ready. 

13. A service or fault delivered when the striker-out is not 
ready counts for nothing. 

14. The service shall not be volleyed — that is, taken before it 
has touched the ground. 

15. A ball is in play on leaving the server's racket, except as 
provided for in law 8, and remains in play till the stroke is de- 
cided. 

16. It is a good return, although the ball touch the net; but 
a service, otherwise good, which touches the net shall count for 
nothing. 

17. The server wins a stroke if the striker-out volley the serv- 
ice, or if he fail to return the service or the ball in play; or if 
he return the service or the ball in play so that it drops outside 
of his opponent's court; or if he otherwise lose a stroke, as pro- 
vided by law 20. 

18. The striker-out wins a stroke if the server serve two con- 
secutive faults ; or if he fail to return the ball in play ; or if he 
return the ball in play so that it drops outside of his opponent's 
court, or if he otherwise lose a stroke, as provided by law 20. 

19. A ball falling on a line is regarded as falling in the court 
bounded by that line. 

20. Either player loses a stroke if the ball touch him, or any- 
thing that he wears or carries, except his racket in the act of 
striking ; or if he touch the ball with his racket more than once ; 
or if he touch the net or any of its supports while the ball is in 
play ; or if he volley the ball before it has passed the net. 

21. In case a player is obstructed by any accident not within 
his control, the ball shall be considered a " let." But where a 
permanent fixture of the court is the cause of the accident, the 
point shall be counted. The benches and chairs placed around 



430 LAWN TENNIS 

the court shall be considered permanent fixtures. If, however, a 
ball in play strike a permanent fixture of the court (other than 
the net or posts) before it touches the ground, the point is lost; 
if after it has touched the ground, the point shall be counted. 

22. On either player winning his first stroke, the score is called 
15 for that player; on either player winning his second stroke, 
the score is called 30 for that player; on either player winning his 
third stroke, the score is called 40 for that player ; and the fourth 
stroke won by either player is scored game for that player, except 
as below: If both players have won three strokes, the score is 
called deuce; and the next stroke won by either player is scored 
advantage for that player. If the same player win the next stroke, 
he wins the game ; if he lose the next stroke the score returns to 
deuce, and so on until one player wins the two strokes immediately 
following the score of deuce, when game is scored for that player. 

23. The player who first wins six games wins the set; except 
as below: If both players win five games the score is called games 
all; and the next game won by either player is scored advantage 
game for that player. If the same player win the next game, he 
wins the set ; if he lose the next game, the score returns to games 
all ; and so on, until either player wins the two games immediately 
following the score of games all, when he wins the set. But the 
committee having charge of any tournament may in their discre- 
tion modify this rule by the omission of advantage sets. 

24. The players shall change sides at the end of the first, third, 
and every subsequent alternate game of each set, and at the end 
of each set, unless the number of games in such set be even. It 
shall, however, be open to the players, by mutual consent and 
notification to the umpire before the opening of the second game 
of the match, to change sides instead at the end of every set until 
the odd and concluding set, in which they shall change sides at 
the end of the first, third, and every subsequent alternate game 
of such set. 

*25. In all contests the play shall be continuous from the first 

*AU matches in which women take part in tournaments held under the aus- 
pices of the United States National Lawn Tenuis Association shall be the best two 
sets, with a rest not exceeding seven minutes after the second set. 



LAWX-TENNIS RULES 431 

service till the match be concluded ; provided, however, that at the 
end of the third set either player is entitled to a rest, which shall 
not exceed seven minutes; and provided, further, that in case of 
an unavoidable accident, not within the control of the contestants, 
a cessation of play which shall not exceed two minutes may be 
allowed between points; but this proviso shall be strictly con- 
strued, and the privilege never granted for the purpose of allow- 
ing a player to recover his strength or wind. The referee in his 
discretion may at any time postpone the match on account of dark- 
ness or condition of the ground or weather. In any case of post- 
ponement the previous score shall hold good. When the play has 
ceased for more than an hour the player, who at the cessation 
thereof was in the court first chosen, shall have the choice of 
courts on the recommencement of play. He shall stay in the court 
he chooses for the remainder of the set. The last two sentences 
of this rule do not apply when the players change every alternate 
game as provided by law 24. 

26. If a player serve out of his turn the umpire, as soon as 
the mistake is discovered, shall direct the player to serve who 
ought to have served. But all strokes scored before such discovery 
shall be counted. If a game shall have been completed before 
such discovery, then the service in the next alternate game shall 
be delivered by the player who did not serve out of his turn, 
and so on in regular rotation. 

27. The above laws shall apply to the three-handed and four- 
handed games, except as below: 

THE THKEE-HANDED AND FOUR-HANDED GAMES 

28. For the three-handed and four-handed games the court 
shall be 36 feet in width ; 41 feet inside the side-lines, and 
parallel with them, are drawn the service side-lines K M and L N. 
The service-lines are not drawn beyond the point at which they 
meet the service side-lines, as shown in the diagram. 

29. In the three-handed game the single player shall serve in 
every alternate game. 

30. In the four-handed game, the pair who have the right to 

28 



432 



LAWN TENNIS 



serve in the first game shall decide which partner shall do so; 
and the opposing pair shall decide in like manner for the second 
game. The partner of the player who served in the first game 
shall serve in the third, and the partner of the player who served 
in the second game shall serve in the fourth, and the same order 
shall be maintained in all the subsequent games of the set. 



D 




/ 


^ 






K 


M 




















L 


N 


£ 











B 

Diagram P. — Single tennis court. 



31. At the beginning of the next set, either partner of the pair 
which struck out in the last game of the last set may serve; and 
the same privilege is given to their opponents in second game of 
new set. 

32. The players shall take the service alternately throughout 
the game; a player can not receive a service delivered to his 
partner; and the order of service and striking out once established 
shall not be altered, nor shall the striker-out change courts to 
receive the service, till the end of the set. 

33. It is a fault if the ball served do not drop between the serv- 
ice-line, half-court line, and service side-line of the court, diago- 
nally opposite to that from which it was served. 

34. It is a fault if the ball served do not drop as provided in 
law 33, or if it touch the server's partner or anything he wears 
or carries. 



APPENDIX 



APPENDIX 



Harvard -Yale Athletic Agreement: in effect 
March 15, 1903 

The two universities herewith enter into the follow- 
ing agreement for contests in the four main branches of 
sport — football, baseball, rowing and track athletics — 
under the following conditions, the agreement to con- 
tinue for two years, and thereafter to continue for suc- 
cessive two-year periods, except upon notice to the con- 
trary by properly constituted authorities not less than 
six weeks before the termination of the previous period 
of two years. Agreement to take effect March 15, 1903. 
The following rules are to take effect for all students who 
enter the universities after the summer of 1903. The 
eligibility of students who are now in the universities 
shall be determined under the rules now in force. 

Any cases of disagreement as to the construction or 
meaning of this agreement, and of both the existing 
rules and the rules herewith adopted, shall be referred 
to an arbitration committee consisting of Mr. William 
R. Meikleham, of New York city, a graduate of Colum- 
bia University; Mr. E. D. Wrenn, representing Har- 
vard; and Otto T. Bannard, representing Yale, whose 

decisions shall be final. 

435 



436 ATHLETIC AGREEMENT 

The captain at each university shall be held finally 
responsible for the eligibility of the list of candidates he 
submits, except in matters determined in college standing 
and scholarship. 

At each university a committee of reference shall be 
appointed before October 1 of each year, this committee 
to include three graduates and the name of the committee 
to be published, with whom the captain shall confer as 
to the eligibility of his list of men. 

In case of disagreement between the captain and his 
committee the case must be thus stated when submitting 
his list of names to the opposing captain, who may then 
refer it to the arbitration committee provided for in the 
preamble, whose decision shall be final. But even in 
case the captain and his own committee agree a case may 
still be referred by the opposing captain to the arbitration 
committee. 

Rule 1. — No student shall be eligible unless he is, 
and intends to be throughout the academic year, bona 
fide a member of the university, taking a full year's work 
in courses leading to a degree. His name must have been 
presented at least two weeks in advance to the dean or 
director of the department in which he is enrolled and 
be declared by him to be in satisfactory standing. 

Note (A). — No student shall be deemed to be in sat- 
isfactory standing within the meaning of this rule if he 
has been dropped from his class to a lower class, or from 
a first-year class out of the university, or if he is on proba- 
tion. In case he has been dropped he must have com- 



APPENDIX 437 

pleted satisfactorily one year's work before he shall be 
eligible, unless he shall in the meantime have made up 
all of the deficiencies which stand in the way of his 
restoration to his class. 

(B). — A student whose college work is satisfactory, 
but who has been declared by the dean to have been 
dropped on account of sickness or entrance condition, 
shall be considered eligible under this rule. 

(C). — A student who by reason of his probation or 
deficiency in his studies is not eligible will not become 
eligible by entering another department of the university 
until after he has completed satisfactorily one entire 
year's work. 

Rule 2. — No student shall be eligible for a univer- 
sity team unless he is an undergraduate, or has been in 
attendance one full academic year at the university. 

Rule 3. — No undergraduate who has ever played in 
an intercollegiate contest upon a university team of an- 
other college shall play upon a university team until he 
has resided one academic year at the university and 
passed the annual examination upon a full year's work. 

Rule 4. — No student who has not passed an entrance 
examination shall be eligible until he has resided a year 
at the university and has passed satisfactorily in a course 
equivalent to that required of candidates for a degree in 
the department of which he is a member. 

Rule 5. — No student shall represent one or more 
universities or colleges in athletic contests for more than 
four academic years; a student shall be considered to 



438 ATHLETIC AGREEMENT 

have represented his university if he has taken part on a 
university team in any intercollegiate contest which was 
on the official schedule or regularly advertised, or where 
gate money was charged. ISTote. — In this rule the term 
college includes all institutions named in the list of col- 
leges and technological schools in the last report of the 
United States Commissioner of Education as revised by 
the committees. 

Rule 6. — !No student shall be eligible who shall have 
received, in order to enable him to take part in or for 
participation in or for teaching any form of athletics, any 
pecuniary gain or emolument whatever, with the single 
exception that he may have received from his college 
organization or from any permanent amateur association 
of which he was at the time a regular member the amount 
by which the expenses incurred by him in representing 
his organization in athletic contests exceeded his ordinary 
expenses. 

Rule 7. — No student shall be a member of the fresh- 
man team or crew except one who has never before 
attended another college or university and who is a mem- 
ber of the first-year class and in his first year of residence 
and in satisfactory standing. 

Rule 8. — Each captain shall submit to the other cap- 
tain in writing, at least three weeks before the contest, 
a list of his men. No protest against any man shall be 
considered unless sent by registered mail at least two 
weeks before the contest in which the man is to take part. 



AN OUTDOOR BOOK FOR WOMEN. 



The Woman's Book of Sports. 

A Practical Guide to Physical Development and Outdoor Recrea- 
tion. By J. Parmly Paret. i 2mo. With many Illustrations. 
Cloth, $1.00 net; postage, 8 cents additional. 

This is a practical guide by a practical writer for the amateur 
sportswoman. Golf, lawn-tennis, sailing, swimming, bicycling, 
and basket-ball have each their chapters, and the devotee of any 
of these sports will find here much that will be instructive. The 
book is an invaluable guide for the feminine novice in sports, for 
each game is treated from the elementary standpoint, the first 
rudiments of skill in all being explained in a simple and direct 
manner for practical use. Here will be found the condensed 
teachings of the best professional instructors, and any woman 
should quickly learn any of the games by studying its chapters. 

A unique feature of this book is the chapter on men's sports 
from a woman's point of view — from the view-point of the spec- 
tator. Football, baseball, yacht racing, rowing, and athletics are 
all fully explained, so that the uninitiated spectator, either man or 
woman, may learn enough of any of these sports in a half-hour's 
reading of its chapters to appreciate the game to be seen. The 
yachting chapter has been specially prepared with an eye to the 
coming international races for the America's Cup. 

It is thoroughly illustrated with half-tone reproductions (all 
full-page size, with large figures) of instantaneous photographs 
showing the correct and incorrect methods in the different sports. 
In illustrating the drive in golf, for instance, three illustrations 
show the beginning, the middle, and the end of the swing as it 
should be made, while a fourth shows the incorrect finish of 
the swing, without the all-important "carry through." Other 
sports are treated in the same way. 

D. APPLETON AND COMPANY, NEW YORK. 



BY WILLIAM O. STODDARD. 



The Spy of Yorktown. 

Illustrated. Colored Frontispiece. $1.25 net ; postage, 12 cents 
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The story deals with the interesting epoch of our Revolutionary history when 
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OTHER BOOKS BY MR. STODDARD. 
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A Story of Adventure in the Fourteenth Century. Illustrated by 
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The absorbing interest of this stirring historical romance will appeal to all young 
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Success Against Odds ; or, How an American Boy made his 
Way. 

Illustrated by B. West Clinedinst. 

In this spirited and interesting story Mr. Stoddard tells the adventures of a 
plucky boy who fought his own battles, and made his way upward from poverty in 
a Long Island seashore town. It is a tale of pluck and self-reliance capitally told. 

The Red Patriot. 

A Story of the American Revolution. Illustrated by B. West 
Clinedinst. 

The Windfall ; or, After the Flood. 

Illustrated by B. West Clinedinst. 

Chris, the Model-Maker. 

A Story of New York. With 6 full-page Illustrations by B. West 
Clinedinst. 

On the Old Frontier. 

With 10 full-page Illustrations. 

The Battle of New York. 

With 11 full page Illustrations and colored Frontispiece. 

Little Smoke. 

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F. S. Dellenbaugh, portraits of Sitting Bull, Red Cloud, and other 
chiefs, and 72 head and tail pieces representing the various imple- 
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D. APPLETON AND COMPANY, NEW YORK. 



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John Boyd's Adventures. 

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etc. With 12 full-page Illustrations by W. S. Stacey. i2mo. 
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John was a hero of the days when American sailors manned American 
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This is an animated account of the experience of a boy who explored the 
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Syd Belton, the Boy who would not go to Sea. 

By G. Manville Fenn. i2mo. Cloth, $1.50. 

A thrilling story of adventure that cannot fail to interest and instruct the 
youthful readers whose tastes the author so well understands. An excellent 
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YOUNG HEROES OF OUR NAVY. 

NEW VOLUME. 

With the Flag in the Channel. 

The Adventures of Captain Gustavus Conyngham. By James 
Barnes. Illustrated. 80 cents net ; postage, 10 cents additional. 



OTHER VOLUMES IN THE SERIES. 

Illustrated. i2mo. Each, $ 1.00. 

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of " Paul Jones." Illustrated by George Gibbs and others. 

The Hero of Manila. 

Dewey on the Mississippi and the Pacific. By Rossiter Johnson. 
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Midshipman Farragut. 

By James Barnes. Illustrated by Carlton F. Chapman. 

Decatur and Somers. 

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BY JAMES BARNES. 

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This life of General Winfield Scott makes the first volume in the new 
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BY MARION AMES TAGGART. 

At Aunt Anna's. 

Colored Frontispiece and other Illustrations by • William L. 
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The story of Ted and Dolly, who are twins, while staying one summer in 
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The Knight of Liberty. 

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In the Boyhood of Lincoln, 

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ILLUSTRATED JUVENILE STORIES. 

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Christine's Career. 

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Stories of American History. 

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Illustrations. 8vo. Cloth, $1.50. 

The popularity of this charming story of French home-life, which has 
passed through many editions in Paris, has been earned by the sustained 
interest of the narrative, the sympathetic presentation of character, and 
the wholesomeness of the lessons which are suggested. One of the 
most delightful books for girls published in recent years. 

Madeleine's Rescue. 

A Story for Girls and Boys. By Jeanne Schultz, 
Author of "The Story of Colette," "Straight On," etc. 
With Illustrations by Tofani. 8vo. Cloth, $1.00. 

The charmingly sympathetic quality and refined humor of the author 
of "Colette" has never been more happily illustra ed than in this 
picturesque story of a girl and her boy friends — a story which grown 
people as well as children will read with keen delight. 

King Tom and the Runaways. 

By Louis Pendleton, Author of " In the Wire Grass." 
Illustrated. i2mo. Cloth, $1.50. 

A tale of the strange experiences of two boys in the forests and 
swamps of Georgia, in which are described some remarkable adventures 
in a little-known region. 

Little Peter. 

A Christmas Morality for Children of any Age. By 
Lucas Malet, Author of " Colonel Enderby's Wife," etc. 
With numerous Illustrations by Paul Hardy. i2mo. Cloth, 
$1.25. 

The story of a little boy and his cat, his friend, a misshapen charcoal 
burner, and life in the pine forest, with the myths and legends, the 
superstitions and quaint fancies of an earlier day. A book that will 
delight the little folk of a winter's evening. 

We All. 

A Story of Outdoor Life and Adventure in Arkansas. 
By Octave Thanet. With 12 full-page Illustrations by 
E. J. Austin and others. 8vo. Cloth, $1.50. 

D. APPLETON AND COMPANY, NEW YORK. 




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